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Zig420's avatar
Zig420
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6 years ago

How to use hand tracking in Unity Edit mode on v13 integration?

I have a fully functional unity hand tracking project which works perfectly when compiled on the quest. I was happy to hear that I can now test it directly in the play button of the unity editor using Link. I have upgraded my project to v13 , I start quest with link (I see the rift homepage) , my program loads but hand tracking isnt being detected. Do I need to enable it somewhere? kinda weird that there is no instructions at all. Just says available in v13.

7 Replies

  • Anyone have any luck using Hand tracking with editor with v13 integration.  Having same issue with original poster.
  • nothing on my side, i gave up on the functionality and the suppport
  • Not working here either running unity 2019.2.17f1 and both devices running v14 software.
    @NinjaGG
     Any more info from oculus on this?
  • jkred's avatar
    jkred
    Honored Guest
    @MikeF
    @Zig420
    I was finally able to get hand tracking in editor working on running Oculus Integrations sample scene HandTest
    Unity V : 2019.3.0f6
    Oculus Integration Version 14.0

    Unity Package Manager
    Oculus Android 2.38.6
    Oculus Desktop 2.38.4

    I tried using Unity 2019.3.5f1, but that didnt work.  Let me know if  2019.3.0f6 works for you.
  • Jrek what do you do for oculus work in the editor whit hand tracking?? i download Unity 2019 3.0f6 and builded the app in my oculus quest, but the game is not showing in the unity editor, help me please
  • jkred's avatar
    jkred
    Honored Guest
    @hanssschaa
    are your other packages the same as mine?

    Oculus Integration Version 14.0

    Unity Package Manager
    Oculus Android 2.38.6
    Oculus Desktop 2.38.4

    I was able to open the HandTest scene from the Oculus Integration afterwards
  • Densen90's avatar
    Densen90
    Honored Guest
    @jkred
    I have the same settings as yours in my project, but my Quest always says, that hand tracking is not supported with Oculus Link.
    Do you or someone have an idea. what settings also could be made (maybe inside the Quest or the Oculus software) to make this work?