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hand-tracking-controls component detaches children (+fix & ideas) #5517
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What is the scenario you need to switch from laser-controls to hand tracking and viceversa? |
It's more accessibility/flexibility in XR in general:
I think it's important to offer experiences which works both with lasercontrols and hand-tracking (not all XR/VR endusers have handtracking). |
For context, something similar happens with Several levels of declared directly in the DOM of the
Where things go pear-shaped is when I attempt to do this programmatically, by detaching a group of entities from the scene and reattaching them to the hand-controls entity:
This will put the #foo box in the hand model, but the #bar bar isn't rendered at all. Happy to open a separate issue if you deem this not related. |
@herebefrogs reparenting an entity is not supported, see #2425 how to do it. |
Normal/Expected behaviour:
however...after adding
hand-tracking-controls
Fix
This patch will re-attach the children to the wrist.
I'm not really sure what the right solution is, as not every hand model might contain a 'wrist' object.
I played with several ideas:
onModelLoaded
of hand-tracking-controls<a-entity hand-tracking-controls="children: 'wrist'">
which iswrist
by default e.g.hand-attach="wrist: #foo; index: #bar
which allows for finer-grained parentingOne remaining question is how to deal with switching between hands/laser-controllers.
Hope this helps!
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