Forum Discussion
Pinelli
9 years agoExplorer
Requesting Help Implementing Touch, Oculus Avatars, and Hand Poses in UE4
As we get closer to the launch of Touch, I've been putting together an Unreal project designed specifically for the Rift and Touch so I can jump right into development. Note: I'm on the 4.14 build...
vrdaveb
9 years agoOculus Staff
> I'd like to use the pointing, pinching, thumbs-up, and OK gestures
We are developing a UE4 Avatar SDK Integration, but it won't be available at Touch launch. At launch, you could directly use the C++ Avatar SDK and write your own plugin to surface the gestures you need. Or you could build your own heuristics on top of CapTouch.
> gamepad events don't have their own specific events for the grip, thumb rest, or home buttons
Right, there isn't a path for emulating motion controller input with gamepad. Apps typically handle them separately, which is hard to avoid because of the differences in button layout. And the gamepad doesn't have direct equivalents to Touch's CapTouch, home, or grip.
We are developing a UE4 Avatar SDK Integration, but it won't be available at Touch launch. At launch, you could directly use the C++ Avatar SDK and write your own plugin to surface the gestures you need. Or you could build your own heuristics on top of CapTouch.
> gamepad events don't have their own specific events for the grip, thumb rest, or home buttons
Right, there isn't a path for emulating motion controller input with gamepad. Apps typically handle them separately, which is hard to avoid because of the differences in button layout. And the gamepad doesn't have direct equivalents to Touch's CapTouch, home, or grip.
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