Since hands are inherently part any “Hand” feature, there REALLY needs to be clear distinctions when handedness might also involved.
I want to use my own hand meshes. I specified in my options below. I got the balls for hands. My meshes did get into the scene, but were at (0, 0, 0) & not used. With no disableDefaultHandMesh
option I get the default meshes in place of the balls (and my unused meshes of course).
{
xrInput: defaultExperience.input,
jointMeshes: {
disableDefaultHandMesh : true,
handMeshes: {
right: new Hands.HandMeshRigged_R('rHand', System.Scene),
left : new Hands.HandMeshRigged_L('lHand', System.Scene),
}
}
}
Looking at the source code, it seems handedness of the controller might also be involved, but as I said before, it can be very tricky to figure out if left & right apply to the hands or handedness.