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hapticActuators not working in XR sessions started with hand tracking used first #29861

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kalegd opened this issue Nov 11, 2024 · 0 comments
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@kalegd
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kalegd commented Nov 11, 2024

Description

If an XR session is started with hand tracking being used, and then in the middle of the session you pick up your controllers, the hapticActuators won't work. I believe the issue is specific to three.js as it does not occur here: https://cabanier.github.io/webxr-samples-1/input-selection-2.html

I find myself at a bit of a loss when trying to find the source of the issue unfortunately

Reproduction steps

  1. Start an immersive experience using hand tracking (make sure that the controllers are not also being tracked at this moment)
  2. Pick up your controllers
  3. Trigger some code that uses the inputSource's hapticActuators

Code

N/A

Live example

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Version

r170

Device

Headset

Browser

Chrome

OS

Android

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