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Grabbable product after teleportation via rig #5854

Description

@Utopiah

Video https://video.benetou.fr/w/gXstMXhX3WqtaPd2ypiCHK on A-Frame Version: 1.8.0 (Date 2026-06-23, Commit #47a08f1c)

Behavior : position and rotation are fine while at origin. Position and rotation are off while away from origin after teleporting.

Expected behavior : identical manipulation at origin and away from it.

<a-entity id="rig" position="0 0 0">
   <a-entity id="camera" position="0 1.6 0" camera look-controls></a-entity>
   <a-entity id="leftHand" hand-tracking-controls="hand: left;"></a-entity>
   <a-entity id="rightHand" hand-tracking-grab-controls="hand: right;"></a-entity>
</a-entity>
{ key: 'h', action: 'rig.object3D.translateX(-1)'},
{ key: 'l', action: 'rig.object3D.translateX(1)'},
{ key: 'j', action: 'rig.object3D.translateZ(-1)'},
{ key: 'k', action: 'rig.object3D.translateZ(1)'},

Activity

  1. mrxz commented on Sep 22, 2026

    @mrxz
    Contributor

    I thought it might've been the obb-collider not the hand-tracking-grab-controls as the latter only reparents upon grab and release. But the flying off behaviour appears to be due to numerical instability, or at least something that happens each tick. Though looking more into it, I'm not entirely sure yet.

  2. mrxz commented on Sep 22, 2026

    @mrxz
    Contributor

    Found the cause, turns out the wristObject of hand-tracking-controls wasn't taking the world transform into account. This resulted in the wrist object always being relatively close/near the origin and acting as a "pivot" of sorts when grabbing and moving objects.

    I've created a PR with a fix for this #5855. Until this change gets merged and lands in a release, you can monkey-patch it: https://krabbel.dev/p/fair-chefs-boil

  3. Utopiah commented on Sep 22, 2026

    @Utopiah
    ContributorAuthor

    Yep that does it, much appreciated for the explanation, the PR and even the monkey patch to test and fix instantly 🙇

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