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?
mcgeezax4
1 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.
- hvox11381 year agoProtegeOkay, thanks again! Sorry if this reply is a bit of an info dump, but to reduce back-and-forth I'm just going to drop a lot of information about what's currently working for me, so that we can hopefully sift through more quickly and figure out where the difference is coming from.This morning I created a completely clean project (Unity 2022.3.9f1), installed Interaction SDK (v68), and was able to see controller-driven hands in Link (v68.0.0.515.361). The steps I followed were as follows:
- Create the Unity project
- Switch build target to Android
- Install Meta XR All-in-One
- Install Unity XR support
- Enable Oculus XR plugins for both Android and Windows
- Run the Meta > Tools > Project Setup Tool and apply all recommended fixes
- Install the Interaction SDK Example Scenes
- Open the GestureExamples scene
- Start Link (with cable) from Quest 3
- While holding controllers, press Play in Unity
On my (Windows) machine, these steps resulted in controller-driven hands working over Link. My Quest device is on a pre-release OS build, which I don't think should affect this behavior, but if you suspect that's an issue just let me know your OS version and I'll be happy to test again to be sure.Apart from that, one of my colleagues also put together a short list of things that have fixed controller-driven hands problems in the past. I think these are all already checked or not applicable here, especially in the example scenes, but in the interest of thoroughness here's the full list:- In the OVRManager, ensure that the "Controller Driven Hands" setting is set to "Conforming to Controller" or "Natural."
- In Unity's XR Plug-in Management, ensure the Oculus plug-in provider is enabled for both Android and Windows.
- In PC Link, ensure that "Developer Runtime Features" are enabled.
- In the OVRHand scripts on the OVRHandPrefab objects nested under "Left/RightHandAnchor," ensure that "Show State" is set to either "Always" or "Controller In Hand or No Hand."
Do any of the things described here seem different between my setup and yours? If not, we might have to dive deeper to figure out why it behaves differently on my system versus yours. Thanks again for your patience in helping us delve into this!
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