# Common Issues



## **Updating to version 4 issues**

<figure><img src="https://2959669391-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5zKO0EvOjzUDeT2aiFk3%2Fuploads%2FTFY8HYJFIbwLO8tpI97C%2Fimage.png?alt=media&#x26;token=7a8fb2e9-c41e-4971-86e9-89946415553e" alt=""><figcaption></figcaption></figure>

> If you are getting any errors from these scripts: HandPoseAreaEditor.cs, GrabPoseEditor.cs, GrabPoseRadiusEditor.cs. These should be deleted. They have been replaced with a new script in the latest version, and if the meta data has changed the package manager might miss deleting them.

***

## **VR won't launch**

> If you have followed the [⚡Quick Start](setup) guide and your VR isn't launching try:
>
> * Restart Unity
> * Restart Your Computer
> * Under **Edit/Project Settings/Xr Plugin-Management try enabling different packages**

***

## Materials are all pink!

> The default materials included in Auto Hand are from the classic pipeline, this can easily be fixed, by updating these materials with the click of a button.

In order to get the demo scene working in HDRP or UDP all you need to do is find and click the button in **Edit > Render Pipeline > Update Materials**

> Note: The included highlight material will only work with the base pipeline, there are much better highlight materials on the [asset store](https://assetstore.unity.com/packages/tools/particles-effects/highlight-plus-134149) and online that I would recommend



## Noticing lag in the editor

> Inspector can be very expensive (the inspector gets additional redraws when in VR), so it is strongly recommended that you clear or hide your inspector in play mode to reduce editor lag and especially make sure you aren't selecting a hand or grabbable gameobject in the editor while in VR play mode

***

## Hand won't Grab

> If you have followed the [⚡Quick Start](setup) guide and your VR isn't launching try:
>
> * Confirm you have a [🎮Hand Controller Link](controller-input) connected to each hand
> * Check grabbable layers on the Hand are set to "Nothing" or "Grabbable", or your custom layer setup
> * Under **Edit/Project Settings/Xr Plugin-Management try enabling different packages**



## Fingers won't bend but the hand will grab

> The recommended means of getting the fingers to bend is using [✊Finger Bender](../hand/finger-component#finger-bending) Components, alternatively, you can enable the "Grip Axis" on the Hand Controller Link to bend every finger through one axis



## Seeing different hand positions in each eye

> There is currently a bug with Unity and some devices that will cause the hands to render differently in each eye when interacting with certain grabbables when using multi-pass in your VR settings.

You can fix this by going to XR Plugin Management, selecting your input type, and changing the Render Mode from **Multi-pass** to **Single Pass instanced**

![](https://2959669391-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5zKO0EvOjzUDeT2aiFk3%2Fuploads%2FOlMK8VVmiMOx51HfuRZ5%2Fimage.png?alt=media\&token=7557085c-1953-4a99-945c-5e4f758dcb48)



## Objects being released as soon as they’re grabbed

> This is likely because the Break Force on the Grabbable is too low for the mass/speed of the hand and the object when grabbing. Turn this value up or adjust the hands/objects mass. This can also be because your reach distance is higher than your max follow distance on the hand.

***

## **Why does the Hand / Held Grabbable jitter?**

> * The Majority of jitters are caused by Unity Physics not being precise enough. To correct this, you can increase the quality of the physics in the **Physics Settings.**
> * **Default Solver Iterations** and **Default Solver Velocity Iterations** should be increased, values above 100 yield very good results.
> * If Grabbables are jittering when being pulled apart by both hands reducing the break force so it breaks before jittering starts
> * Grabbables Rigidbody mass and drag will also affect jitter, objects of small mass and low drag are likely to wiggle more than objects of near-equal mass to the hand. Strongly recommend making small size/mass objects one-handed grab only.

***

## Can't see save buttons

> If you are using a custom inspector (like Odin) and cannot see the Save buttons, you can try using the context menu as an alternative by right-clicking the hand component

<div align="left"><img src="https://2959669391-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F5zKO0EvOjzUDeT2aiFk3%2Fuploads%2FabuuV5OhdHLyHs4cBA40%2Fimage.png?alt=media&#x26;token=7c8b3ff2-beab-4e32-830d-52eabb8756b9" alt=""></div>

## Custom grab poses not working/being ignored

> Make sure your Hand's "Pose Index" value matches, the grabbable Pose's "Pose Index" value
