Forum Discussion
wenyingyw
3 years agoHonored Guest
Enable hand and controller tracking at the same time.
Hi,
I have a Oculus Quest Pro, and work on a Unity project that needs hand tracking and controller tracking for a physical object, but I can't enable hand and controller tracking at the same time. So I wonder is this possible? or is there any other ways to track a physical object using Oculus?
15 Replies
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Not sure if all you need is the MultiModal feature (https://developers.meta.com/horizon/documentation/unity/unity-multimodal/#setup) but I noticed in another thread that the documentation on this hasn't been updated see: https://developers.meta.com/horizon/documentation/unity/unity-multimodal/#setup
- uDezimiroProtege
https://www.youtube.com/watch?v=EFlEnfOG6FU
I tested this. is working.
(but not working if you use full bodytraking)
- HalbzwillingHonored Guest
Hi there! As far as I understood, the current hardware (cameras) need to change their exposure modes depending on what they are tracking, which is why simultaneous positional tracking of hands and controller is not supported (correct me if I'm wrong pls)
But is there a way that prevents the Quest from switching to controller tracking on Button inputs in general?
In my setup I want to be able to use the controller as a remote to control what the hand-tracked user is seeing, kind of like a showmaster. I was wondering, if this is an issue with the SDK or if I am doing something wrong.
I use Unity, OpenXR, the Hand Tracking Rig with disabled/removed XR Input Modality Controller Driver as well as deactivated Input Tracking. Yet whenever I press a button on my controllers, the hands stop being tracked.
- bruno.fantiniExplorer
Is this feature now available in the new Quest 3?Does someone know that?
- SynergizProtege
Well the Unity SDK hasn't changed
- EggPainHonored Guest
enable this would be great,4-point tracking for hands and feet. Would unlock possibilities for training and dancing games
- Jay_OhmHonored Guest
In addition to possibly representing physical objects, Quest Pro controllers could be also used to track legs while using hand tracking for hands. And if more than 2 controllers per headset are allowed in software, I wouldn't be surprised if quite a few people buy an extra set or two for proper standalone full-body tracking. It would be even better if a simplified and maybe cheaper "tracker" version of the Pro controller is made available.
- MetaStoreHelpCommunity Manager
Hey there wenyingyw! This is a great question, many other users have wondered the same in the past. At this time, it's not quite possible yet to enable both hand and controller tracking. We'd love to hear feedback from our community regarding this, if anyone has any additional insight please let us know! You should also check out our Unity VR Development forum to get in touch with other developers.
- PixieNuggetzHonored Guest
I was wondering if this option is available now?
- benengel94Explorer
Nope
- lucky_huHonored Guest
This feature would also be fantastic for all motion platform simulator gamers, the controller could help to keep physical and virtual reality in sync and make motion compensation very easy. You can see what I mean in this video: https://youtu.be/7LSXzx5n8lw We were trying to solve this with Oculus, but for now we will have to use HTC focus 3 because there we can use a tracker during hand recognition.
Please enable this feature (plus ARUCO code recognition)
If you do, we will send you a simulator for free 🙂 - benengel94Explorer
This would be so helpful for my work. We use the controllers to track industrial control consoles and we want to use hand tracking at the same time so that people can more easily press the buttons that are on the tracked consoles.
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