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Yes. We should probably prevent / disable collision calculations if hands are not tracking (have disappeared) |
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Thanks so much for this! |
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Description:
The issue reported in #5437 is caused by the wristObject3D in the hand-tracking-controls component ending up with NaN in its matrix. This happens when no joint poses are available, and causes subsequent computations (like bounding box overlap) to give incorrect results.
This PR simply checks that pose information is present before updating the wristObject3D. This does mean that the object in question remains at its last location and orientation. For short intermittent lack of pose information this is likely desirable, but for longer period this might be counter-intuitive.
Changes proposed: