You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
When the app has gaze permission enabled but the user is uncalibrated (declines prompt to calibrate) the Gaze controller remains at the origin, but appears to still be considered active.
As a result, the HandConstraintPalmUp only triggers if the user happens to be looking in the same direction as the default.
It seems that InputTrackingState is not None if eyes are untracked (visor flipped up) as well (this does not affect the hand menu, but has other considerations)
HandConstraintPalmUp is being totally re-jiggered in this PR: #10852 . Will be totally redone and optimized for head gaze!
Oh, nice! That looks great.
Perhaps the separate (or more appropriate) issue here is that GazeController is reporting a non-None trackingstate when the user isn't calibrated or the eye tracking isn't current (visor flipped up, headset off, etc).
This issue has been migrated a new MRTK repository, and the status of this issue will now be tracked at the following location:
Describe the bug
When the app has gaze permission enabled but the user is uncalibrated (declines prompt to calibrate) the Gaze controller remains at the origin, but appears to still be considered active.
As a result, the HandConstraintPalmUp only triggers if the user happens to be looking in the same direction as the default.
https://github.com/microsoft/MixedRealityToolkit-Unity/blob/mrtk3/com.microsoft.mrtk.spatialmanipulation/Solvers/HandConstraintPalmUp.cs#L268-L290
Or have I miswired something?
MRTK
3.0.0-pre.11
MixedRealityOpenXRPlugin
1.5.1
The text was updated successfully, but these errors were encountered: