Comments (1)
Hi! Sorry for taking so long.
I don't know if this is still helpful to you, but I still want to answer you question.
Unfortunately I do not have experience with Oculus samples, but I think I know the issue.
If you only attach a mesh to the hands, you should not have any issues with that besides maybe a offset position or rotation that you need to fine tune. But if you are using the Oculus hand prefab, i guess that there is a script attached to the prefab that updates the position relative to the hand of VRArmIK. So either disable that script or use the Oculus hand prefab as root gameobject (not as child of VRArmIK hands).
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