NeoSpark314/godot_oculus_quest_toolkit

The hand model is missing

Jiankors opened this issue · 10 comments

Great job
And we deploy the toolkit successfully, thanks. But the hand model were missing in the hand track demo scene, who can help to solve this issue?

Did you activate hand tracking? They only appear when hand tracking is active on the Quest.

Thanks for your response.
I have actived hand tracking, and tracking result displayed correctly on the label. So, what can i do next to make this sample work? THX.

Can you explain a bit more about the problem. I'm not sure I understand it correctly. Does handtracking work outside of the demo application in the Oculus Quest Main menu (and do you see the oculus hand models there?); If you have hand tracking active the hand models should show in all demo applications not only the hand tracking gesture detection demo.

Yes, hand tracking work well outside of the demo application, and i can see the hand model in the Oculus Quest default scene.
Once enter the demo appllication, the hand model is missing in all demo scene, but i can still see the tracking result on the label.
THX.

The hand model should be located in this folder (.gltf models for the left and for the right hand): https://github.com/NeoSpark314/godot_oculus_quest_toolkit/tree/master/OQ_Toolkit/OQ_ARVRController/models3d
By default the option on the OQ_ARVRController should be to autoload the hand model. Are you using the current master branch from this repo?

Could you use adb logcat -s godot:* GodotOVRMobile:* on a console to check if there is maybe an error that could give a hint on why the hand model is not loaded?

OK, since the quest is not available at the moment, i will check tomorrow and let you know later.
THX.

If you want you can also contact me on Discord next time you try: NeoSpark314#4701; If I'm at a computer at the same time it might be easier to debug this issue via direct chat.

hi, i hava tried adb logcat -s godot:* GodotOVRMobile:* on a console . and got an error.

adb server version (31) doesn't match this client (41); killing...

  • daemon started successfully
    --------- beginning of system
    --------- beginning of main
    04-28 10:22:40.204 2344 2367 E godot : At: scene/3d/skeleton.cpp:328:_notification() - Condition "bone_index >= (uint32_t)len" is true. Continuing.
    04-28 10:22:40.204 2344 2367 E godot : ERROR: Condition "bone_index >= (uint32_t)len" is true. Continuing.

THX

i change the assets from master to v0.2 release version, and the problem was solved. THX.

Thank you for the update. Great that it works for you now; I will try to figure out if something is broken in master (the hand models should have been the same in v0.2 and current master; but maybe something else changed). cu around