I am facing issue aligning the virtual
and physical controller using unity Open xr rig.
Replacing the default controller prefab with ml prefab results in misalignment.
Default controller prefab has transform of (0,0,-0.05)
Another issue is world AR anchor where the stabilization is not smooth as in quest 3.
I am using AR Anchor to position the object in spatial world.
Do I need to use MLSpatialAnchors?
The application is cross platform and all works well meta quest 3 including hand tracking.
I am using XRI Default input asset modifying for Magic leap.
Regarding the offset, this could be due to the change on how the device position and device rotation is being reported. Here is a link to a guide that shows the location values.
That said, we are working on resolving this in a future version of the Unity SDK. Note, you can download a nicer looking model from the developer portal , select 3D assets on the top row to find the controller, compute pack and headset models: Magic Leap
I downloaded the model from the Developer portal and it has it’s origin at the center of the touchpad. This is different to what is described by the input bindings webpage where the graphic says that the position reported by the controller is at the tip of the controller.
Could you please help us by clarifying which is the exact point in the controller that is being tracked? If it’s not the center of the touchpad, the exact offsets would be greatly appreciated.