I’m running into an issue when working with the Oculus and Leap Motion.
Basically what I’m trying to do is draw a test debug ray from the palm of the left hand out using its upward vector direction at all times. I used the following code for it:
// Update is called once per frame
void Update () {
// check from the hand and raycast out
HandModel leftHand = handStateDetector.leftHand;// access the left hand
if(leftHand)//if the left hand is on screen...
{
Vector3 leftHandPalm = leftHand.GetPalmPosition();
Debug.DrawRay(leftHandPalm, transform.up); // up vector does not update with the hand rotation
}
}
The issue is that the transform.up parameter is using the oculus headset’s orientation as the basis (which is a parent object to the left hand object) as opposed to the left hand itself. I did alternatively try using Vector3.up instead but this just meant that the ray always drew in the same direction irrespective of hand orientation. Would anyone have any solutions I could try to get around this?
Thanks!