How to set up Unity Quest hand tracking development workflow?
Hi! I want to develop a hand tracking prototype, but what's the workflow?
I've got an Anker cable and successfully set up the Oculus Link connection from Windows to my Oculus Quest, on which I also successfully upgraded and opted in to the experimental hand tracking, so I can use my hands fine. But when I establish the Link connection, it apparently switches to the Rift UI, which removes the Hands feature and goes back to controllers. Thus, now when I run the HandTest scene by Oculus -- where OVRCameraRig is properly set to "Hands Only" or "Controllers and Hands" -- I do not get any Hands during my Unity-editor live running of the app. (Unity is latest stable 2019.3.0f1, Platform switched to Android build.) The Hand prefabs are properly available in the scene.
What to do? Many thanks!
I've got an Anker cable and successfully set up the Oculus Link connection from Windows to my Oculus Quest, on which I also successfully upgraded and opted in to the experimental hand tracking, so I can use my hands fine. But when I establish the Link connection, it apparently switches to the Rift UI, which removes the Hands feature and goes back to controllers. Thus, now when I run the HandTest scene by Oculus -- where OVRCameraRig is properly set to "Hands Only" or "Controllers and Hands" -- I do not get any Hands during my Unity-editor live running of the app. (Unity is latest stable 2019.3.0f1, Platform switched to Android build.) The Hand prefabs are properly available in the scene.
What to do? Many thanks!
