How to stop seeing Default Avatar hand at 0,0,0 origin in AR?

I only want to use the Default Avatar prefab for VR not AR but I always see the green cube hand of the Default Avatar prefab in AR when placing a scene on a surface in AR. How can I stop it from appearing in AR but keep it working in VR?

Original Post on Discord

by user 103054507105067008

It’s a known issue that it shows up in scene scenter in AR in some cases. A workaround is to add XRFlags on the objects and set them to VR only

Is there an issue I can track for it too? I’ll make a dupe of the Default Avatar with those flags set but hope the default one itself can be fixed

by user 103054507105067008

The issue is not the visibility but what to do with xr controllers in AR. We need to probably switch away from what three is doing there.
For context, in VR you have two controllers which are type “PhysicalDevice”, but on phones you have N (4 in our case) controllers of type “Screen”. There’s no concept of controllers being visible in the way three handles it, and so touch controllers with visuals on them end up being strange things with weird bugs.
Long story short, we’ll most likely handle controllers different in the future, but maybe @marcel :cactus: can add a short term patch for the issue happening in the default setup :crossed_fingers:

Thanks for the explanation, there must be some weird overlap in three.js between AR/MR contributing to this too as I don’t usually work with the phone based AR treating anything like an XR controller, just raycasting from the screen to planes to move stuff around and button presses through the screen.

by user 103054507105067008

Happy to test out anything you guys want to try for this

by user 103054507105067008