Hey,
I'm trying to mirror hands using Orion (v3) and an Oculus DK2 (Leap mounted in front w/ HMD mode). My use case is that I need combinations of non-mirrored and mirrored hands for the users to be able to switch through. I am currently using two LeapHandController objects, one with mirrored (Using LeapTransform.mirrorX()) and the other normal (non-mirrored).
My current issue is that when the mirrored hand is displayed and the HMD (Oculus Rift DK2) rotates, the mirrored hand moves with it. Normally when the non-mirrored hand is stationary (and displayed) and the HMD rotates to the right, the non-mirrored stays where it is in the Unity scene. So if your hand is stationary, and the HMD rotates to the right slightly, the hand usually moves to the left to compensate.
However, in mirrorX() mode it moves with the HMD and stays in front of it. I think because the axis are mirrored, the compensation for the HMD rotation is mirrored as well. Is there a way to reverse this, I cannot find which script is doing this rotation compensation.
I appreciate any suggestions, sorry if it wasn't clear! Thanks!