I have a scene where the Player is supposed to be 10x larger than the other scene elements. Initially I tried scaling down everything 10x and keeping the Player with XR Interaction Hands Setup at 1:1:1 scale, but the 0.1 scale on some of my objects had trouble with pathfinding and AI. Therefore I thought I can just 10x scale the XR Interaction Hands Setup and have everything else in scene at the 1:1:1 scale.
With this setup, I can see a faint glitchy outline of the hand around wrist parts and the interaction ray from the fingers. The grabbing and tracking of the hand is working fine as well, however I do not have the hand visuals render properly. I tried with different scales and I can confirm that it is the scales that is causing this issue.
My question is if there is any way to render the hands with the XR Interaction Hands Setup scaled 10x through the settings or if there is any other work around to the issue I am facing.
I was able to fix this issue by changing the Material on the RightHand and LeftHand Element1 to RimLight, instead of Unity_Hand_Medium that is the default option. Unity_Hand_Medium/Dark/Light options do not scale with scaled player rigs, while RimLight does.
@DylanU Simply use another shader made a fix. But I want to suggest for mr template. We have some situation in MR projects like tabletop city with some physic and calculation, unity can’t scale down to .0001 because of floating point precision error! (In unity 6 is fixed) So I decided to scale up the xr rig to 10000 times to fit the city inside MR scene and I have to calculate all the interaction and line visual manually. So, It would be great if you can implement scale to xr rig and all the interactions and others things reflect that scale and I hope that it would be a great help to developers. Cheer!