Hand Tracking over Link still not working in Unity Editor
Hi,
I have spent the last two years developing for the Quest 2, and recently got the Quest 3. It's a great device and I'm super happy with it. There is just one big problem standing between me and total developer bliss.
How is it possible that we still don't have a stable, robust hand tracking implementation across the whole development pipeline in 2023? I'm confused as to how Meta envisions developers to take full advantage of their (really good) hand tracking tech, if there are consistent inconsistencies, fumbling around, trying seven different versions of all of the little SDKs, components, etc.
Can someone please advise me on how to achieve a simple Unity scene using the standard Oculus Integration, where I can just click "Play" in the editor and get hand tracking working over my Link cable?
So far I have gone through five different Unity versions from 2021-2023, even more different Oculus Integration SDK versions (v50-57), and three different headsets (Quest 1, 2 and 3).
Nothing worked. The only way that I have managed to have hand tracking working in the editor via link is to use a long deprecated version of the Oculus Integration, where I had to manually select "Oculus -> Tools -> OVR Utilities Plugin -> Set OVRPlugin to Legacy LibOVR+VRAPI" from within Unity. Three things. First, this option is no longer available in the later Oculus Integration versions. Second, selecting this option explicitly disables the possibility of building for the Quest 2 and 3. So you'd have to switch back and forth between the old LibOVR+VRAPI and the newer OpenXR integration, just to get hand tracking working in the editor. Really? Third, we as developers cannot reasonably be expected to stick to this legacy API, as all of the newer mixed reality features, like scene understanding, spatial anchors, etc. are not supported in the old version. Hence I want to ask my question one more time: how does Meta expect people to develop for their platform?
Please let me know if you have an answer to this dilemma, I am grateful for any pointers!
Note: I am explicitly talking about hand tracking through the Unity Editor using Link, in the standalone Android builds it works fine and it's amazing to use!
Note 2: This is not a new problem, it's documented across many forum posts both here and on the Unity forums. I have also found fully-fledged projects, that warn of this exact error, e.g. (https://github.com/kuff/medslr#how-to-launch-the-project).
Note 3 - further information: The legacy backend of OVRPlugin was removed in v51, which is stated here: https://developer.oculus.com/downloads/package/unity-integration/50.0 under "OVRPlugin".
Best,
Max
