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Fixing Oculus hands rendering broken by recent WebXR Hands API change #21712
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I guess that would fix #21666, right? |
Nice! Would it be possible to make glb files instead of fbx though? |
Yes it will |
We do have glb files, I kept the fbx because the hand model files in the repo were all fbx. Let me change that, it'll be a quick fix |
Do you mind creating the screenshots for the new examples (so the E2E test work)? You can use these commands:
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Tested the new examples on a Quest 2 today. Really awesome! |
…m webxr input profile cdn
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Thanks! |
Bug fix: a92265f |
Minor: 9bbd837 |
Bug fix: 2c9b143 |
Seems like the code had not been tested. |
handModel.motionController = new XRHandOculusMeshModel( handModel, controller, this.path, xrInputSource.handedness, options ); | ||
fetchProfile(xrInputSource, DEFAULT_PROFILES_PATH, DEFAULT_PROFILE).then(({ profile, assetPath }) => { | ||
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handModel.motionController = new XRHandMeshModel( handModel, controller, assetPath); | ||
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}).catch((err) => { | ||
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console.warn(err); | ||
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}); |
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@fe1ixz I reverted this code. Why do we need to call fetchProfile
? 🤔
(You all are amazing! I am so excited to finally update this old sign language demo from last summer once these joint orientation fixes are out!) |
Slight tangent: I saw the |
Fixing oculus hands broken by recent WebXR Hands API change by Oculus Browser.
Disabling low poly option in handinput - profile example until a up-to-date low poly model is available
Fixed #21666.