I'm developing a custom gesture-based visionOS project that uses hand tracking with collision detection spheres on fingers to register user interactions through collision components. I'm experiencing a critical occlusion issue where collision detection spheres are intermittently occluded by the background/depth buffer, causing fingers to pass through the 3D model entities without registering interactions.
Detailed Description:
I have added 3D entities in an immersive scene with collision spheres attached to fingers for detecting user interactions.
Each sphere has:
- CollisionComponent with sphere shape
- Proper collision masks and groups configured
- Real-time position updates from hand joint transforms
Each entity has:
- InputTarget components to register collisions
The Issue:
When users move their fingers to the entity to interact, some collision spheres (particularly on the pinkie and ring fingers) become occluded and pass directly through the 3D model without triggering collision events.
Meanwhile, other fingers (like the index finger) continue to work correctly.
This appears to be a depth perception/z-buffer issue between the model entity and the hand tracking collision spheres
Questions:
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Is there a recommended approach for maintaining consistent depth ordering between hand-tracking entities and 3D models in immersive spaces to prevent occlusion issues?
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Should I be using AnchorEntities to anchor the entity to a plane or world position to establish a more stable depth reference?
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Are there specific RenderingComponent or material settings that could help ensure collision entities maintain their depth priority and don't get occluded?
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Could this be related to z-fighting when collision spheres and entity geometry occupy similar depth ranges? If so, what's the recommended depth bias approach?
Is there a better architectural approach for implementing interactions with custom hand gesture tracking that avoids these depth perception issues?
What Would Help:
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Implementation guidance for ensuring reliable collision detection between hand-tracked entities through custom gestures and 3D models.
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Best practices for depth management in immersive spaces with custom hand gesture tracking.
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Sample code demonstrating stable hand-to-object interaction patterns.
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Information about whether this is a known limitation or if there are specific APIs I should be leveraging
This issue is significantly impacting the reliability of our app experience, as users cannot consistently interact with all model components. Any guidance from Apple engineers or developers who have solved similar depth/occlusion challenges would be greatly appreciated.
Additional Context: This is for a productivity-focused application where accuracy and reliability are critical.
Thank you for any assistance!