When are hands loaded from OVR Avatar is there an Event I can subscribe to?
So I'm developing a VR game with a full body avatar for the Oculus Quest. I've already developed the Player Rig for SteamVR and would like to convert this to Oculus. I've managed to get the arms and legs working, but now I need to rig the fingers properly. For steam, I can listen for a function called RenderModelLoaded and it would tell me when the hands are there and available. When those hands spawn in, I "link" the movement of the SteamVR fingers to the fingers of the full body avatar. So when using the Index controllers, the player has finger tracking. Following the same architecture. I'd like to use the hands that spawn in from the OVR Avatar, but I don't know if there's a function I can listen for or an event I can subscribe to that says "Hey the hands have loaded" now rig the avatar.
I'm curious as to how others are currently detecting when the hands have loaded? I've also thought about creating a set of custom hands that get loaded and was curious as to how other have approached that method as well.
Any assistance is greatly appreciated?
- Anonymous5 years ago
Here's an article about the new avatars:
They're already available in PokerStars VR (one of the only shipped applications that used the original OVRAvatars). Don't know the timeline for general rollout.
It shouldn't be difficult to instantiate the custom hands at runtime using Resources.Load. From there you could do the same thing you're doing with SteamVR/OVRAvatar hands, let the bones from the hands puppet your avatar's hands.
It's great that the OVRAvatar system provides well-registered and animated hands *almost* for free, but I spent ages fighting with OVRAvatars to do something similar to what you're doing. It required hacks and patches to the OVRAvatar C# code that had to be reapplied every time a new Oculus Integration came out. It ended up not being worth it.