I just updated my headset and touch controllers to the latest firmware/software v85 and also updated the MetaXR and InteractionSDK to v85 as well.
Prior to this update, hand tracking alignment and touch controller tracking alignment worked great. switching between the two at runtime was seamless for the most part.
However now, only on a packaged build, after the update, hand tracking works fine, but switching to touch controllers breaks alignment with the synthetic/poseable mesh. there’s also an unexpected raycast orientation leading me to believe that there’s a discrepancy between some root mapping on the quest device software vs the interaction sdk.
I’m using UE5.6. I’ve been able to hack a temp fix with adding some translation offsets when on device, but i’d like to address the issue at the root cause if possible.
doing a pulse check here to see if anyone else has come across this?
[EDIT] Adding some more data here in the interest of transparency and trying to isolate the issue. So there are two different bugs happening. One is that the poseable hand mesh when using a touch ontroller has an offset. I’ve applied a transform offset when on device to fix this, but ultimately isn’t the best solution as mentioned above.
The second bug is tied to the isdk widget interactors. I’m finding that debugging raycasts returns as expected with proper pointer vectors, but it’s actually the widget interactor hit box that’s problematic. The widget hit box is shifted 50% to the right. So when the raycast is between 0 and .5 of sizeX, there is no hit. but when the raycast is between .5 of sizeX and 1.5 of sizeX, there is a hit. This leads me (and asking ai) to believe this is somehow tied to dpi scaling on device for widget hover detection? this is where things get outside my wheelhouse…