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Fix WMR hand controller profiles referencing SDK #102
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We can probably remove the ones in the SDK then |
They are unfortunately needed for the simulated hand still |
Shouldn't the simulated hand profiles stand on their own? |
Not sure I can follow. Simulated hands live in XRTK-Core and Core does not have any profiles right? So simulated needs to rely on SDK being imported to work. |
Right, so then why is it required for simulated hands in your prev comment? |
If we remove the hand input profiles from SDK, then simulation will be broken since it's using them. |
I get that we need to keep the hand profiles required, but just remove the wmr specific ones. |
How did we fix this in Oculus @SimonDarksideJ ? |
Ah now I understand haha. There was no WMR specifc ones in SDK. So far I've been using the same profiles for Simulation, WMR and Oculus. But now I'll have to have each platform have their own. Although they are the same value wise. |
Oculus has the same issue @StephenHodgson , We found that Oculus and WMR are sharing the Hands Configuration in the SDK. Since SDK is optional, it would break those platforms if it was there. Same issue as we had with the controllers, which was fixed by creating profiles IN those platforms and assigning them correctly. |
Oculus was fixed by doing the same thing. @SimonDarksideJ just did it for Oculus Touch etc. but not for hands though. I think hands weren't merged back then. So I'll catch up now and do the same thing for Oculus hands. |
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Looks good, will just have to wait until it's merged and a new preview asset generated to test.
* Fix WMR hand controller profiles referencing SDK * Move data provider profile to hands folder
XRTK - Mixed Reality Toolkit Pull Request
Overview
Created duplicate profiles required for the hand controller on the WMR platform. It's unfortunate that we have to
duplicate profiles this way but until we find another solution, if that's needed, this fixes the issue with the profiles being broken
in the current preview release.
Changes