Forum Discussion
Railon
11 months agoProtege
Hand visuals like in meta "main menu"
Hi there, is it possible to have these hand visuals, which also are animated? Using Unity 6 and all in one SDK v71. There are lots of building blocks, but I can't find this. Maybe it's there alread...
- 11 months ago
I have it working! Thanks to theConcurrentHandsControllersExamples.scene
See screenshot. Now it aligns and also no(!) lag. Same as in the meta "main menu".
The (last) setting I had to modify was on the OVRManager.cs. "Controller Driven Hand Poses Type" needs to be "Conforming to controller". See screenshot attached.
I can only attach one screenshot, so I will add another reply with the result.
baroquedub
11 months agoMVP
Hi Railon That's what's called Concurrent Hand and Controllers (multimodal) tracking. There's a demo scene in the Examples folders of the XR Interaction SDK.
This video from Valem goes through the set-up process https://www.youtube.com/watch?v=ShIeLRZbUEA
- Railon11 months agoProtege
Hi baroquedub,
thanks, I saw that video. And I have hands an controllers shown. But the visual just isn't the same. I'll try to see more how Valem set up his scene and what components he uses.
Thanks
- Railon11 months agoProtege
Ok, I got it working, but it's not as good as I hoped! And no comparison to meta "main menu".
Seems like my testing yesterday evening in bad lighting condition caused the "glow" of the hands to not show as good as I wanted. And I also didn't set up the hands to always show. Changed the settings and get this result now: https://rainerlonau.com/ftp/meta-handtracking-unity.mp4
- Why is it lagging like that?
- Is it possible to detect the button pressing and thumbstick, like in meta "main menu"?
Thanks
- Railon11 months agoProtege
Just tested the ConcurrentHandsControllersExamples.scene and there it works as expected. Gonne compare this scene with my setup. Hopefully I can get it working then.
Just to let you know. Thanks again for your fast reply earlier!
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