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the oculus hands do this and disable the mesh renderer and their basic physics capsules. I'm not sure how easy this would be for you since you don't seem to use mesh renderers.
The text was updated successfully, but these errors were encountered:
At one point I was trying to make it possible to hide the hands. My method was setting the root gameobject active/inactive. This unfortunately causes issues with the joints, and I found a fix but it's not entirely reliable. It didn't occur to me to just disable parts of the hand. That would be a much better method. Each hand does have it's own mesh renderer, but I don't reference it in the script. I will attempt to add the requested feature.
the oculus hands do this and disable the mesh renderer and their basic physics capsules. I'm not sure how easy this would be for you since you don't seem to use mesh renderers.
The text was updated successfully, but these errors were encountered: