Hand tracking not working properly with XR Hands and OpenXR

Hi,

When using the XR Hands package (1.3.0) together with OpenXR (1.9.1) and the XR interaction toolkit (2.5.2) and trying the sample Hands Interaction Demo scene provided by the XR interaction toolkit, the controllers work as expected but for hand tracking the image produced for the right eye is not correct (double vision for hands, right eye feed is wrong) which makes the whole thing unusable (see Images, both taken at the same time without moving the hand). I’m using the Meta Quest Pro on their latest software (60.0.0)

I’ve also tried making my own scene and followed various tutorials but the double hand vision never goes away using these packages and it is always the right eye image the one off

Any quick fixes/solutions for it? It sure seems like a bug to me

Thank you

PS: Using Unity Editor 2022.3.14.f1

I had the same problem. The following solution worked for me.

Go to Project SettingOpenXR. Under the target platform tab (for me it’s Windows), set the Render Mode to Multi-pass.

This is because we started using shader graph shaders in the samples and with the built in render pipeline they do not support single pass stereo / multi view with the built in render pipeline.

If you wish to use those we recommend upgrading to URP, and those shaders should work just fine.