Noticed yesterday that previously working hands in Oculus Quest 2 are now badly distorted after an Oculus browser update the day before. I’m using OculusHand_R.fbx and OculusHand_L.fbx from github. The boxes and spheres hands work OK, the low poly version of the hand is different though still distorted:
Originally followed this example mostly: three.js/webxr_vr_handinput_profiles.html at e48fc94dfeaecfcbfa977ba67549e6108b370cbf · mrdoob/three.js · GitHub and got models from here: three.js/examples/models/fbx at dev · mrdoob/three.js · GitHub. Tried switching to using the mb models directly from Oculus, LeftHand.mb and RightHand.mb, in their own mb directory, that did not work, just invisible hands that could still activate controls though. I also tried switching to the latest version of threejs, no change. Searched here and online and did not find any references to this, or newer hand models. Emailed Oculus support also, awaiting their reply. Also checked in A-frame, and it has the same issue.
Also used a headset that had not had its browser updated yet, and, though there were other issues, the hands were OK:
Finally, I allowed the browser to update on this previously not-yet updated 2nd headset, and the distortion then appeared there too, making it seem more likely that the version is the issue, rather than an error with the first headset itself.
The distortion may be seen using an Oculus Quest 2 with the current browser version at threejs.org/examples/?q=hand#webxr_vr_handinput_profiles or Hand Tracking! • A-Frame .
Is there a new model I should download, or something else that needs to be done now to get the hand models to display correctly?