Hide Oculus Avatar Hands?

Is there a way to hide the OVRAvatarHands when picking up an object?

Thanks!

what i di is hiding the SkinnedMeshRenderer of the Oculus hands

if (RightHand)
        {
            Transform pathToHandR = gameObject.transform.Find("hand_right_renderPart_0");
            SkinnedMeshRenderer RHModel = patheToHandR.GetComponent<SkinnedMeshRenderer>();
            RHModel.enabled = true;
        }
        else
        {
            Transform pathToHandL = gameObject.transform.Find("hand_left_renderPart_0");
            SkinnedMeshRenderer LHModel = patheToHandL.GetComponent<SkinnedMeshRenderer>();
            LHModel.enabled = true;
        }

and then just triggering it when I pick something or let go of something

hope it helps

You just need to add a script to the LocalAvatar prefab. Then, you can enable or disable HandRight and HandLeft from the OvrAvatar component:

public class LocalAvatarManager : MonoBehaviour
{
    private OvrAvatar avatar = null;

    private void Start()
    {
        avatar = GetComponent<OvrAvatar>();
    }

    public void ShowOrHideRightHand()
    {
        if (avatar.HandRight.enabled)
        {
            avatar.HandRight.enabled = false;
            avatar.HandRight.RenderParts[0].mesh.enabled = false;
        }
        else
        {
            avatar.HandRight.enabled = true;
            // No need to enable the SkinnedMeshRenderer, enabling the hand will do it for you
        }
    }

    public void ShowOrHideLeftHand()
    {
        if (avatar.HandLeft.enabled)
        {
            avatar.HandLeft.enabled = false;
            avatar.HandLeft.RenderParts[0].mesh.enabled = false;
        }
        else
        {
            avatar.HandLeft.enabled = true;
            // No need to enable the SkinnedMeshRenderer, enabling the hand will do it for you
        }
    }
}

Can i disable hands avr player?

Add this script to the hand anchor, and select the controller (R/H hand) depending on the hand and link the skeleton to the one corresponding to that hand.

When the pose is not correct the hand disappears.

 public OVRInput.Controller controller;
		public OVRCustomSkeleton skeleton;
		
        public void SetActiveHands(bool active)
        {
            SkinnedMeshRenderer pathToHand = skeleton.GetComponentInChildren<SkinnedMeshRenderer>();            
            if (pathToHand)
            {
                pathToHand.enabled = active;
            }
 
        }		
		
		void Update()
        {
            //is valid position
            if (!OVRInput.GetControllerOrientationTracked(controller))
            {
                //_GestureScoreText.text = controller + " Disabled";
                SetActiveHands(false);
                return;
            }
			
		}