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MRTK3 triggerPressed is overly sensitive #11629

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ryan-motive opened this issue Jun 15, 2023 · 6 comments
Closed

MRTK3 triggerPressed is overly sensitive #11629

ryan-motive opened this issue Jun 15, 2023 · 6 comments

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@ryan-motive
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ryan-motive commented Jun 15, 2023

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

{...}/triggerPressed fires when hand is in a natural position, causing Activate and UI Press to be invoked when the hand is held in a natural position. Users need to hold fingers stiffly in order to avoid activating.

To reproduce

Steps to reproduce the behavior:

Point at an interactable object (e.g. a grabbable) and let hand rest into a natural position (fingers slightly curled). Object will be grabbed.

Expected behavior

Hand/finger posture should have to be more pronounced in order to fire "triggerPressed"

Screenshots

N/A

Your setup (please complete the following information)

  • Unity Version [e.g. 2021.3.18f1]
  • MRTK 3 3.0.0-pre.16

Target platform (please complete the following information)

  • HoloLens 2

Additional context

Meta "pinch" action is far more restrictive and requires a natural movement in order to activate. This implementation results in many unexpected activations and button pushes.

@ryan-motive ryan-motive changed the title triggerPressed is overly sensitive MRTK3 triggerPressed is overly sensitive Jun 15, 2023
@github-actions github-actions bot added the MRTK3 label Jun 15, 2023
@AMollis AMollis added this to the MRTK v3.x future milestone Jun 15, 2023
@ryan-motive
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Happy to see this added to "future" but is there any way to adjust this in the current version? 😆

@AMollis
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AMollis commented Jun 23, 2023

@ryan-motive have you tried changing the "Hand Aggregator Subsystem" settings? The "Pinch" settings meet be able to help you out.

image

Otherwise, we have plans to use Unity XRI's recently added hand support, perhaps during this time we will be able to address your concerns more. However, switching to XRI's hand support will come post-GA

@ryan-motive
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Didn't realize this was there! This is great, I'll try it out.

@ryan-motive
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Hm, doesn't seem to make a difference. Does this impact the triggerPressed action?

@iantrobinson
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I've been running into the same issue. I've tried adjusting those values as well and it seems to have little effect if any at all.

@halfpasttense
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Same issue here. Increasing the range of those values has helped a little but finger tapping on Quest is still broken. The main issue is that a single finger tap can very often be recognized as multiple taps, which is obviously an issue. This can be easily fixed by simply having a short timeout window after a finger tap is recognized during which another finger tap cannot be activated. This works great anywhere I can build it into my own code, but it needs to be built in system wide so it behaves correctly with things like MRTK buttons.

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