Forum Discussion
vitaly_zu
2 years agoHonored Guest
Set up controller driven hands v65
Hello! Can you please tell me how to install hand controllers on Quest 2. Adding OVRControllerDrivenHands component to OVRInteractionComprehensive did not help.doc Hands are not displayed in the exa...
hvox1138
1 year agoProtege
Hi all! I'm an engineer on the Interaction SDK team. We're sorry to hear this is still an issue for you; we're working to improve our docs to help this not be a problem going forward.
In the meantime, can you confirm that the "Settings > Beta > Developer Runtime Features" setting is enabled in your Meta Quest Link app on your development PC? If not, does enabling it fix the issue for you?
- mcgeezax41 year agoProtege
Yes I have Developer Runtime Features enabled and I have this problem.
- hvox11381 year agoProtege
Okay, good, thanks for confirming! Next quick thing to try (hoping to narrow down what the issue might be): if you import the samples from the Interaction SDK Package and open the "Gesture Examples" scene, controller-driven hands should be enabled by default; does that scene work correctly, or do you still experience the issues you've been seeing in other scenes?
- mcgeezax41 year agoProtege
I tried Gesture Examples and it has the same problem, it does not show the controller-driven hands in Unity play mode. It only shows them when making a build and running off of the device.
The deprecated OVRControllerHands was pulling controller input, then converting it into hand input, then having the synthetic hand pull from that, and that worked in Unity play mode. This new OVRControllerDrivenHands looks like its tapping into some deeper functionality outside of the SDK, where you set the Controller Driven Hand Poses property on the OVRManager and then upon initialization that will call an outside DLL to enable and configure the feature. But for whatever reason that process does not appear to be working when running from Unity over the link.
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