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aframe - Has there been a recent change that is preventing tracked hands from showing in A-Frame VR accessed by Oculus Quest 2?

Or is it just me. My own project using tracked hands was working fine yesterday, then today the hands stopped working. After reversing changes since then and still failing, I rechecked one example that was working correctly on Jan. 20: https://aframe.io/aframe/examples/showcase/hand-tracking/ - now, it is not showing hands, or allowing the controls to be used. The hands do show outside of VR when the controller is set down or inside VR when the Menu is invoked. On my device, Hand tracking is on, and the experimental 'WebXR experiences with hand and joint tracking', in chrome://flags, is enabled, both of which I believe are required and were enabled when this was working previously. Turned everything off and on several times, removed batteries, re-paired controllers and did a factory reset of the headset, all per instructions from Oculus support - to no avail. They said they will contact me after asking for invoice info. However it would be good to know if this is some other issue. Can anyone confirm that the above example is, or is not, failing in Quest 2, or is there some other update or change that might be affecting this?

question from:https://stackoverflow.com/questions/65910117/has-there-been-a-recent-change-that-is-preventing-tracked-hands-from-showing-in

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Same for me on Quest 1. The Three.js examples with Handtracking are working. Try https://threejs.org/examples/?q=webxr#webxr_vr_handinput_cubes I recognized that the oculus browser now says "...wants to enter with handtracking" So something changed in the oculus browser that has to be updated in the jslibraries. But that will change again with chromium 88 I am on oculus browser 13.4.0.3.15 with chromium 87.0.4280


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