Keeping hands enabled by default is a perf hit when enabled and deployed to device. This should be disabled so developers don't forget to turn it off. Not to mention it is 3 layers deep into profiles and if you are not familar with them, you will never find it.
Ideally you have a configuration on the profile so you can enable it in the editor only.
Hi Carmine, how we do the following:
@thalbern this looks like an intereseting issue if you're looking for something to tackle.
The HandTrackingProfile actually has both joints and mesh visualization disabled by default (both in the script and the default profile asset). However, the test scene has this ToggleHandVisualisation button, which is enabled by default and switches the visualization on. Simplest fix here would be to just disable that button.

That still leaves the question of if/how to handle platform dependent settings. Right now we expect users to make separate profiles for target platforms, which i imagine is really cumbersome with our profile system. But any solution would be more general than just the hand settings, so i'd leave that for another day.
The HandTrackingProfile actually has both joints and mesh visualization disabled by default (both in the script and the default profile asset). However, the test scene has this ToggleHandVisualisation button, which is enabled by default and switches the visualization on. Simplest fix here would be to just disable that button.
That still leaves the question of if/how to handle platform dependent settings. Right now we expect users to make separate profiles for target platforms, which i imagine is really cumbersome with our profile system. But any solution would be more general than just the hand settings, so i'd leave that for another day.
There should be a Toggle Hand Visualization Script on the ToggleProfilerButton parent of the ToggleHandMesh gameobject - you can change the default behavior in the scene there. no need to disable the button itself
@thalbern looks like you have a proposed solution, are you implementing this?
@Yoyozilla that script is in the example scene. you can just grab it and use it wherever you want - don't think we would want to move this over to the sdk code itself?
I'm working on adding a default HL2 profile, which will have hand mesh turned off by default.
https://github.com/microsoft/MixedRealityToolkit-Unity/issues/4351
I think that this plus this:
https://github.com/microsoft/MixedRealityToolkit-Unity/issues/4213
Means that I think that we'll have good coverage on this (i.e. this issue is a duplicate/will be handled by the other stuff)