Mixedrealitytoolkit-unity: LineRenderer shown in wrong position during first frame of controller activation

Created on 13 Mar 2019  路  8Comments  路  Source: microsoft/MixedRealityToolkit-Unity

Overview

Pulling the trigger of the motion controller makes the beam appear infront of it. It kinda snaps into position, because during the first frame of visibility, its in a wrong position

Expected Behavior

Line just appears in front of the motion controller

Actual Behavior

First frame is wrong

Steps to reproduce

put on MR HMD and pull the trigger on the motion controller

Unity Editor Version

2018.3.8f1

Mixed Reality Toolkit Release Version

mrtk_development

1 - Planning Bug Input System Release Blocker

All 8 comments

@StephenHodgson this is also caused by the wrong order of execution:

  • LinePointer PreRaycast: the current position is read and BaseMixedRealityLineDataProvider's First and LastPosition get set. During this step the matrix is used.
  • LinePointer PostRaycast: the BaseMixedRealityLineDataProvider gets Enabled and gets its matrix saved for the first time

It's the second time the matrix is old the moment it's needed.
Nonetheless, the MixedRealityToolkit seems to have a problem with execution orders

@Alexees,

We very much appreciate all of the investigation you have been putting into your issue reports. It helps immensely!

@davidkline-ms,

thanks for the appreciation. im actually going to work full time on MRTK at least until the end of the month. we will be replacing a pretty crippled version of a year old HTK and I want to make sure the conversion goes as smooth as possible.
If there's anything I can help with besides my path of investigations, let me know.

Tagging with Input, but specifically this is pointers within Input

@Alexees , this seems to have been fixed via PR #3626. Can you confirm and close the issue if appropriate?

this issue is pretty old, but at that time some errors I found got doubled in issues I've written and from the sounds of these two, these are two of those.
I'm pretty sure this is fixed.

@luis-valverde-ms my assumption was wrong, it's not fixed.
Maybe you could take a look at #3583 because I think it has to do with it and is still the case.

Thanks @Alexees . With the repro in that one it should be relatively straightforward to get to the bottom of it.

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