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Anonymous's avatar
Anonymous
4 years ago

Oculus Quest 2 Hand Tracking with OpenXR Plugin?

Looking to switch over to OpenXR SDK, especially with the new Mixed Reality with Passthrough only being released in OpenXR --- but need to have Oculus hand tracking in VR apps...

 

The best way I know how to do this is with the "Oculus Integration" package -- ie. adding the OVRCameraRig -- see the following youtube showing where I learned how to do this (https://youtu.be/vSia7t_WlbQ?t=169)

 

So what's the best strategy to do this same hand tracking for Oculus Quest 2 and use the OpenXR SDK?

 

Thanks in Advance!

3 Replies

  • I'm actually keen on this as well. So far I'm also using OVR. 

    I don't know if it's possible now to do hand tracking using OpenXR because it seems Oculus Integration for OpenXR hasn't been developed yet: 

    http://docs.unity3d.com/Packages/com.unity.xr.openxr@1.2/manual/index.html 

    Under Oculus, at Known Limitations column Unity mentions the following: 

    "Oculus Integration package features not available

    Not yet recommended for production."

    I hope Oculus can give us guidance on how to use OpenXR for hand tracking. 

  • We are currently trying to do the same thing. Did you found any way to do this?

    • gczawurdo's avatar
      gczawurdo
      Honored Guest

      Hi I'm sorry I shifted to another company and we are not focusing on hand tracking at the moment. 

      What I last used in my previous company was Microsoft Mixed Reality Toolkit, which was excellent. Just incredible. Before, that I also tried HPTK (Hand Physics Toolkit) which you can get from the Asset store. 

      For best in class hand performance... I have this feeling nothing beats Microsoft's MRTK. It has everything: the UI buttons, the pointers, great demo scenes. 

      If you combine MRTK with HPTK, I think the results might be magical.

      With regards to your original question, unfortunately I have no clue about OpenXR hand development at this stage.