fix(objects/hand): hand enabled when controller not
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@@ -149,10 +149,8 @@ fn main() -> Result<()> {
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.flatten();
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if hands.is_none() {
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// unsafe {
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// stereokit::sys::input_hand_visible(stereokit::sys::handed__handed_left, false as i32);
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// stereokit::sys::input_hand_visible(stereokit::sys::handed__handed_right, false as i32);
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// }
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sk.input_hand_visible(Handed::Left, false);
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sk.input_hand_visible(Handed::Right, false);
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}
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let (event_stop_tx, event_stop_rx) = oneshot::channel::<()>();
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@@ -52,7 +52,7 @@ impl SkHand {
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let sk_hand = sk.input_hand(self.handed);
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if let InputType::Hand(hand) = &mut *self.input.specialization.lock() {
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let controller = sk.input_controller(self.handed);
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*self.input.enabled.lock() = controller.tracked.contains(ButtonState::ACTIVE)
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*self.input.enabled.lock() = controller.tracked.contains(ButtonState::INACTIVE)
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&& sk_hand.tracked_state.contains(ButtonState::ACTIVE);
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if *self.input.enabled.lock() {
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hand.base.thumb.tip = convert_joint(sk_hand.fingers[0][4]);
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