aframevr / aframevr/aframe

hand-controls misaligned with HTC Vive controllers in 1.4.2

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JavaScript
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Description

Description:
As of commit 5b29ac2, the hands no longer line up with the HTC Vive controllers.

This is the log for the specific commit in which the issue first appears:

hand-controls: rotates models to match WebXR definition (fix #4848) (#5261)

It is a small commit that only changes handModelOrientation. It seems the Vive is not in agreement with the new WebXR standard. Is this an issue that exists at the level of SteamVR and their WebXR implementation? If so, maybe a workaround is possible in the mean time?

Note: Due to an issue with the build bot at the time, you won't see the issue in the cdn.jsdelivr.net link supplied for commit 5b29ac2 or any other commit before 7050d7b (the last April 19th commit). You'll have to remake the build yourself if you want to try those commits for any reason.

  • A-Frame Version: 1.4.2 (5b29ac2 and up)
  • Platform / Device: gen 1 HTC Vive / Windows 10 / Steam VR 1.26.3 (beta) / Chrome 114

Contributor guide

Open the contributing guide

First steps

  1. Read the whole issue, then the project's contributing guide.
  2. Comment on the issue to say you are picking it up — it saves two people doing the same work.
  3. Fork the repository and make your change on a branch.
  4. Open a pull request that references the issue number.

Research direction

Start by examining the hand-controls change from commit 5b29ac2, especially handModelOrientation, and compare its behavior with the HTC Vive and SteamVR setup described here. Determine whether the misalignment comes from the WebXR orientation change or the Vive implementation; done means controller hands align again without regressing the WebXR behavior.

Written by the indexing model from the issue text.

Assessment

Tech stack
javascript
Domain
ar-vr-xr
Issue type
Bug
Difficulty
4/5
Estimated time
3-5 days
Activity status
Quiet
Clarity
Needs clarification
Newbie friendliness
42/100

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