We try to customize hands graphics. We use some rigged hands from the official "Hand Asset" package (pre-Orion package).
We have (at least) two problems:
* Default prefab (LMHeadMountedRig) is referencing - CapsuleHand{L|R} which are also prefabs. Unity is not supposed to keep a "sub-prefab" link when creating a prefab, but this one does. And if we try to clone it we have a Unity error message (which seems coherent with the prefab hiearchy/external prefab reference limitation). How this prefab was built ?
- When NOT using a prefab (duplicate the HeadMountedRig, detached from prefab), we can now reference our "graphics hands models" without error but then we have our hands with broken transformation (with twisted wrists).
So how do we customize the hands graphics as we could before Orion versions ?
We are able to have one hand nearly working:
- with only the left hand visible it seems to work as we expect.
- when the both hands are visible, the left hand becomes broken, and the right hand is never visible.
- we added the "HandEnabledDisabled" script on both models, but it doesn't seems to be taken in account.
According to our test, we can have alternatively the left hand working, but if untracked and "retracked" then it becomes broken, and work again on retrack.
We must have done something wrong, and/or there's a non standard usage of Unity's prefabs (which should be a separate problem from the hand/leap connection).
Any info or hint to help us to sort out the custom skinned hand process ?
Thanks.