You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
What's the idea?*
256 bits is too few bits especially when combined when something like the DiverX ContactGlove which requires 107 or 177 bits to show finger position on your avatar. The amount of bits required by it reduces the usable synced parameter amount to either 149 or 79 bits which brings us to the increase request from 2 years ago #15.
Is there another way?
Alternative solutions to increasing the number of synced bits include
ints and floats which are less than 8 bits (not sure if this is possible in Unity)
an alternative way to get hand tracking through other devices similar to how the quest can do it.
Additional context
I think increasing it to 512 bits should probably be good like how it was suggested in the above linked issue, but I'm not sure.
The text was updated successfully, but these errors were encountered:
Completely agreed, if you want to have any assets added to your avatar you basically cannot - especially if you use a high-quality avatar base with a lot of features: ex, the Vulper. 512 is a bare minimum now with the 160 bits required for face tracking. 768 would be ideal.
What's the idea?*
256 bits is too few bits especially when combined when something like the DiverX ContactGlove which requires 107 or 177 bits to show finger position on your avatar. The amount of bits required by it reduces the usable synced parameter amount to either 149 or 79 bits which brings us to the increase request from 2 years ago #15.
Is there another way?
Alternative solutions to increasing the number of synced bits include
Additional context
I think increasing it to 512 bits should probably be good like how it was suggested in the above linked issue, but I'm not sure.
The text was updated successfully, but these errors were encountered: