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vitaly_zu's avatar
vitaly_zu
Honored Guest
2 years ago

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 examples either. I tried in versions 65 and 62

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  • Just as a quick update, we have what we're pretty sure is a repro and are actively investigating this. (Thanks luckybrometa for leading the charge!) Specifically, we're trying to isolate why this issue occurs sometimes but not others. On that note...

    1. Is anyone on a team or in an environment where this works for some people, but not for others?
    2. Has anyone tried this across multiple different dev boxes? If you use the same devices/accounts/etc. but Link to a different machine, does the problem follow you?

    Thanks again for your patience and continued help digging into this!

  • Sadly, no one in our small team can get this to work despite trying with several different setups. We have tested on at least 4 different PCs, 3 Quest 3s, Quest 2, various Link Cables, 3 different Accounts for Unity and Meta, several Unity and Meta SDK Versions. We have been trying to use this since April, testing new SDK versions as they come out but have not had any luck so far.

    If there is anything else we can test or try out to get to the bottom of this issue, please let us know.

    • hvox1138's avatar
      hvox1138
      Protege

      Thanks! This seems to confirm what we suspect the issue to be, though if we're right getting it fixed will unfortunately take a bit more time. In the interim, I don't think there's anything else for you to try, but I'll keep you updated if that changes and as more information about our progress becomes available. Thanks again!

      • luckybrometa's avatar
        luckybrometa
        Explorer

        Update: We've identified the root cause, and are hoping to get a potential fix in a future release. We'll notify here when this is live. At the earliest will be a few weeks.

  • Thank you for the Update. I'm really glad you guys are looking into this and could figure out what causes the issue. Looking forward to testing the potential fix when it is ready.

  • Hello.  I'm having similar issues but here are the symptoms I'm having: 1) Basically none of the scenes work for Quest2 that involve either controller driven hands or capsense.  The hands just don't show up no matter what settings I have.  Hand controllers work and hand tracking works, but not hands on controllers or controller driven hands 2) On Quest3 most of the scenes work as intended.  Simultaneous hands, concurrent hands, controllers, hand tracking, etc all seem to work as expected.  What doesn't work is the controller driven hands.  Instead of using the controllers button presses and sensors for the hand positions and animations, it still uses hand tracking not matter what settings I have. If I set to "controllers only" in the OVR Manager it still uses hand tracking.  I tried disabling hand tracking within the Quest3 headset and then tested the scene and I couldn't get the hands to appear.  Seems like something is set to need hand tracking and it is preventing the controller driven hands mesh and animations.

    • Alchemist11th's avatar
      Alchemist11th
      Explorer

      Thank you so much.  I've only had a little bit of time to test but at the moment it at least works and interactions seem to work correctly. I tested the handgrabexamples, touchgrabexamples, concurrentHandsControllerExamples, and ControllerDrivenHandPoses.  It works whether the build is for PC or Android.  I compared each of these scenes between Link and through standalone build.  At the moment, only a couple small issues with the Link version.  When Conform to Controller is selected, the thumb is not in right place when touching joystick or buttons.  Similarly, the pinky and ring finger wrap around the controller in the standalone build but not in the Link version, where they are outstretched.  Also the index finger is not in the right place when touching or pressing the trigger button.  I'll keep testing the various interactions but at the moment I'm happy because the problems seem to be just slight visual variations that are fixed when making a build so I can still progress with my development.  Thanks!

    • mcgeezax4's avatar
      mcgeezax4
      Protege

      Yes it works now!

      I can confirm I noticed the same issues Alchemist11th brought up with Conforming to Controller enabled over the Link version (everything still looked fine on a build version).  It's hard to tell if it's misaligned finger placement and/or the hand has some rotation offset causing it to be misaligned with the synthetic controller.  Aside from the misalignment, the thumb placement doesn't seem to distinguish between the two thumb buttons, both A and B have the thumb rest on the same incorrect spot.  And the thumb is not tracking the thumbstick as you move it around with your real thumb.  I didn't notice any issues or difference with the Natural hand position mode.

      Thank you so much for taking the time to investigate and find a fix for this.

  • I can also confirm that it works! The synthetic hands now show up when testing via link cable and they are functional, i.e. I can grab objects with the corresponding HandGrabPoses being shown. As Alchemist11th  and mcgeezax4  have pointed out there are still some visual issues. When testing e.g. the HandGrabExample scene I noticed the synthetic hands do not "hold" the controller as they do in Build. Rather they are displayed as open and slightly turned outward from the controller. It kind of looks as if the synthetic hands show the behaviour of the "Natural" setting despite being set to "Conform To Controllers". When resting the thumbs on the A/B or X/Y Buttons the synthetic thumbs touch the thumbstick. When resting the thumb on the thumbstick the synthetic thumb is hovering in the air slightly next to the controller.

    I tried to capture this in a little video for better clarity: https://imgur.com/a/3qirsQx
    (This is a test of the HandGrabExample scene via Link)

    But despite these visual issues this fix allows us to really start developing efficiently with the ControllerDrivenHands in our setup.
    Thank you so much for looking into this and getting a fix out so quickly!

  • Enabling PTC fixed controller hands over Link for me too. The only issue is that the "Natural" poses are shown over Link even if "Conforming To Controller" is selected, as noticed by others.
    Quest 3 71.0.0.278.522.650679316
    Unity 2022.3.47f1
    Link 71.0.0.238.524