Hello everyone,
I have a new project in Unity 6 using the Meta Interaction SDK ver 69. I implemented a pause / resume button in my scene where the player can use a pokeinteractable button and pause the game, which brings up another canvas with an unpause button and other paused-time functionalities.
The pausing depends on Time.timeScale = 0; which is also used by the SDK hand tracking. The options presented by GPT was to either write a custom script for an unscaled time tracking of hand tracking (which I do not want to implement) or using the Time.timeScale only for the elements that I want paused (which is everything else other than the hand tracking.)
My search on the online communities resulted in one thread where one guy says the Hands have the “run when paused” option, which I could not find in any of the Meta SDK components.
I would be grateful if anyone knows a straightforward way to keep the hands tracked while everything else is paused.