Skip to main content
Up and Coming
December 21, 2019

Hand Tracking Button Trigger Zone

Try to use the button prefab "NearFieldButton" from the new oculus integration V12.0 package. Problem is the "Interactable State Changed(InteractableStateArgs)" in Button Control panel can be triggered by all three collider zones(Proximity, Contact, Action), whichever touched first. Anyone knows how to trigger the event on Action zone only? Thanks in advance!

    12 replies

    Up and Coming
    December 25, 2019
    What's a good position to place grabbed objects in the hand? Are there any hand bone positions where we could parent/place the object to place it in the "middle" of the hand or did you just attach it to the hand transform with an offset?
    Up and Coming
    December 25, 2019
    The HandPhysics script can be used to place colliders to the finger bones.

    But if you want to place custom colliders (or just get the finger bone positions) I think you could use the HandSkeleton component (which is also attached to the hand) and use the Bones property, it's a list of transforms and as far as I understand you can use the bone id as index to get the transform of the given bone for example Bones[BoneId.Hand_MiddleTip] should return the transform of the MiddleTip bone then you can get the bone position/rotation with the transform (or place add custom components like colliders to it) but you have to make sure to check if the HandSkeleton.IsInitialized property is true, otherwise the Bone list will be null/empty.

    But this is all theory, I didn't have enough time to test this yet and I don't know if this is the "right" way to do it or if there is a better way to get the transform (position/rotation) of a specific bone