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Custom collider conflicting on Oculus Touch
We're adding our own custom hand models with their own colliders, and it works well on Vive, but on Oculus Touch we're seeing a collider on the LeftHand and RightHand objects themselves which is conflicting with our own, and also too large.
We need to dynamically switch avatar hands, but also be able to switch back to the platform-specific models, and I'm not sure we're doing it the right way. What is the recommended way to replace the models in code, and also to reset them back after? Thanks!
It honestly hadn't occurred to me to want to swap models in code. I'd say just turn on/off the render model game objects? For the touch controllers we add a collider to the hand I believe that should be getting added to the render model. I don't have the touch controllers with me at the moment but I made a fix for this in the development branch that you can try if you're feeling adventerous. I'll post here when it has been fixed officially. https://github.com/TomorrowTodayLabs/NewtonVR/tree/development
Awesome, that did it! We're easily swapping between the default models and various avatar hands now :) Thanks!
Cool. Merged that into mainline. Thanks for testing.
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