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Question by unity_7R2PuZWvsHXghQ · Jun 06, 2021 at 05:08 PM · animationprefabvr

Why does my prefab instantiate its model twice?

I have followed a tutorial for VR hand animations. When I started the game I noticed that the animations were working, but the initial hand was in the same position and duplicated: alt text

After looking at my objects I noticed that the model was instantiated twice (one instance is animated and the other isn't). Why does this happen?

alt text

This is the script that instantiates the VR hands:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.XR;
 
 public class HandPresence : MonoBehaviour
 {
     public InputDeviceCharacteristics controllerCharacteristics;
     public GameObject handModelPrefab;
 
     private InputDevice targetDevice;
     private GameObject spawnedHandModel;
 
     private Animator handAnimator;
 
     void Start()
     {
         TryInitialize();
     }
 
     void TryInitialize()
     {
         List<InputDevice> devices = new List<InputDevice>();
         InputDevices.GetDevicesWithCharacteristics(controllerCharacteristics, devices);
 
         foreach (var item in devices)
         {
             Debug.Log(item.name + item.characteristics);
         }
 
         if (devices.Count > 0)
         {
             targetDevice = devices[0];
 
             spawnedHandModel = Instantiate(handModelPrefab, transform);
             handAnimator = spawnedHandModel.GetComponent<Animator>();
         }
     }
 
     void UpdateHandAnimation()
     {
         if(targetDevice.TryGetFeatureValue(CommonUsages.trigger, out float triggerValue))
         {
             handAnimator.SetFloat("Trigger", triggerValue);
         }
         else
         {
             handAnimator.SetFloat("Trigger", 0);
         }
 
         if (targetDevice.TryGetFeatureValue(CommonUsages.grip, out float gripValue))
         {
             handAnimator.SetFloat("Grip", gripValue);
         }
         else
         {
             handAnimator.SetFloat("Grip", 0);
         }
     }
     void Update()
     {
         if(!targetDevice.isValid)
         {
             TryInitialize();
         } else
         {
             spawnedHandModel.SetActive(true);
             UpdateHandAnimation();
         }
     }
 }
 

unknown.png (11.8 kB)
annotation-2021-06-06-200519.png (12.3 kB)
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Answer by unity_7R2PuZWvsHXghQ · Jun 06, 2021 at 10:05 PM

I realised that instead of adding a prefab to the Hand Controllers, I was actually adding objects from the scene. Creating a prefab from those objects and then adding those to the Hand controllers fixed it for me.

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