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Feedback for Intel on how to improve the Unity 'TrackingAction' script

MartyG
Honored Contributor III
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Hi, Intel staff,

I wanted to use this forum to give Intel feedback on an aspect of the Unity 'TrackingAction' script that could improve the script greatly for next year's SDK if a small change were made to it.

When trying to build physical jointed fingers with TrackingAction, you can bend the fingers easily enough when the palm is facing the camera.  But when you rotate your real-life hand side-on, it causes the fingers to bend as it detects the joints changing their angle.  This effectively prevents the user from easily physically interacting with objects when the hands are side-on, as it changes the finger position (e.g closing them into a fist when you want them to be open) and sometimes even breaking the fingers into weird angles.

This phenomenon even occurs in the Unity sample programs with the multi-colored fingers that uses TrackingAction, though to a lesser extent because that program uses loose objects that stick to the user's RL joints rather than a physically linked joint-and-fleshpiece system..  

It took us four full days to find the ideal combination of Constraints and Inverts that acted as a counter to the auto-rotation to minimize the unwanted movement when turning the hand side-on.  So it would be cool if entrants next year who were building virtual hands could be spared this if there were a box you could tick in the Inspector panel settings of the TrackingAction script to tell the camera to ignore when the hand was being rotated.  That way, developers could have that rotation turned on for objects that needed it and switch it off for those that didn't.

Thanks for reading!

 

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Andradige_S_Intel
260 Views

Thanks for the feedback Marty, I'll make sure it is heard..

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MartyG
Honored Contributor III
260 Views

Thanks so much Pubudu!

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