# Known Issues for Unity
There are currently a couple of known issues that may affect the development workflow. These are known issues and will be tackled in future releases of the Unity package or the Snapdragon Spaces Services
runtime.
If an issue is not present, check the overall SDK Known Issues
# Gradle build issue
In some instances, adding a custom controller archive might lead to Gradle caching errors. In that case, removing the temporary Gradle project folder generated in the project folder under Temp > gradleOut
might resolve the issue.
# Hand Tracking issues
# General
- Head movement may induce hand movement.
# UX limitations
- Releasing object can only be performed with the Open Hand gesture.
- In some conditions, occlusion between hands may result in hand inversion between left and right.
- If the hand avatar is displayed, some jitter may be perceived on the finger tips. Displaying an avatar in an AR context is not recommended in general.
# AR Foundation related issues
# AR Raycast Hit reports wrong trackable ID on success
If Use Scene Understanding Plane Detection is enabled in the Plane Detection feature settings, the ARRaycastHit.trackableId
field will always return the trackableId of 0-0
as the session-unique identifier for the trackable that was hit. If Use Scene Understanding Plane Detection is disabled, the ARRaycastHit.trackableId
will return the trackableIds of the planes that the raycast has hit.
# AR Mesh Manager properties
The AR Mesh Manager component has properties that are not supported by the Snapdragon Spaces Unity package's subsystem implementation. Attempting to use any of the unsupported properties will display warnings when a build is run and the Spatial Meshing (Experimental) feature is enabled. It is recommended to use the Spaces AR Mesh Manager Config as described in the perception sample description.
# AR Camera Manager and AR Camera Background issues
Having the AR Camera Manager and AR Camera Background enabled in a scene will create a connection to physical cameras to retrieve information about their availability. Moving back and forth between scenes with these components enabled might affect that connection negatively and cause unexpected results, such as application freezes.