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MRTK3 HandConstraintPalmUp doesn't default to head gaze for uncalibrated users

Open camnewnham opened this issue 3 years ago • 3 comments

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

camnewnham avatar Oct 09 '22 23:10 camnewnham

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)

camnewnham avatar Oct 10 '22 06:10 camnewnham

HandConstraintPalmUp is being totally re-jiggered in this PR: #10852 . Will be totally redone and optimized for head gaze!

Zee2 avatar Oct 10 '22 18:10 Zee2

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).

camnewnham avatar Oct 10 '22 21:10 camnewnham