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Anonymous's avatar
Anonymous
6 years ago

[Hand Tracking]way to get a hand position & rotation before build?

I use the new hand tracking feature and want to access to hands' transform before build. I tried LeftHandAnchor/RightHandAnchor to get the position and rotation, but the problem of it is it gives me the wrist position of a hand with hand tracking, while when hand tracking is off, it is the position of the center of the controller. Also, the anchor transform z+ isn't "forward", the direction an index finger faces to, but instead x+ is. Those just make it difficult to use the reference of hands transform.

There are a lot of cases you want to get the transform, such as when making sphere GameObject with its collider for OVRGrabber as a hand's child, or setting up the VRIK target etc. It should be easy. 

If I can access to hand prefab which has hand mesh, then maybe I can use it for the reference while making a project. But I didn't find one in the latest package. Please let me know if anyone finds the hand prefab, or a way to get the transform before build. Thanks.

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  • In the native mobil SDK in the samples folder are the fbx files for the hands. I used them to orient hand ui elements. I tried to search for the same bones or marker which are in the hand rig on runtime without success. The size of the hands is also different in the build. 
  • Hi Sorry for my ignorance but I am interested in trying the Hand Tracking features for Quest, for it, Could anybody advice about where I can get its SDK for developing? Thanks in advance
  • Anonymous's avatar
    Anonymous
    Based on the documentation (developer.oculus.com/documentation/unity/latest/concepts/unity-handtracking), I think you can get those data from PointerPose property from OVRHand.cs.