fixed stuff for steamvr openxr to not crash
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@@ -81,18 +81,17 @@ fn hands(
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frame_state: Res<XrFrameState>,
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xr_input: Res<XrInput>,
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) {
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let frame_state = *frame_state.lock().unwrap();
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let mut func = || -> anyhow::Result<()> {
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let frame_state = *frame_state.lock().unwrap();
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let right_controller = oculus_controller
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.grip_space
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.right
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.relate(&**&xr_input.stage, frame_state.predicted_display_time)
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.unwrap();
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.relate(&**&xr_input.stage, frame_state.predicted_display_time)?;
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let left_controller = oculus_controller
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.grip_space
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.left
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.relate(&**&xr_input.stage, frame_state.predicted_display_time)
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.unwrap();
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.relate(&**&xr_input.stage, frame_state.predicted_display_time)?;
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gizmos.rect(
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right_controller.0.pose.position.to_vec3(),
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right_controller.0.pose.orientation.to_quat(),
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@@ -105,4 +104,8 @@ fn hands(
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Vec2::new(0.05, 0.2),
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Color::YELLOW_GREEN,
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);
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Ok(())
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};
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let _ = func();
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}
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