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Up and Coming
February 24, 2020

How to use hand tracking in Unity Edit mode on v13 integration?

I have a fully functional unity hand tracking project which works perfectly when compiled on the quest. I was happy to hear that I can now test it directly in the play button of the unity editor using Link. I have upgraded my project to v13 , I start quest with link (I see the rift homepage) , my program loads but hand tracking isnt being detected. Do I need to enable it somewhere? kinda weird that there is no instructions at all. Just says available in v13.

7 replies

New Participant
March 9, 2020
Anyone have any luck using Hand tracking with editor with v13 integration.  Having same issue with original poster.
Zig420Author
Up and Coming
March 10, 2020
nothing on my side, i gave up on the functionality and the suppport
Inspiring
March 11, 2020
Not working here either running unity 2019.2.17f1 and both devices running v14 software.
@NinjaGG
 Any more info from oculus on this?
New Participant
March 16, 2020
@MikeF
@Zig420
I was finally able to get hand tracking in editor working on running Oculus Integrations sample scene HandTest
Unity V : 2019.3.0f6
Oculus Integration Version 14.0

Unity Package Manager
Oculus Android 2.38.6
Oculus Desktop 2.38.4

I tried using Unity 2019.3.5f1, but that didnt work.  Let me know if  2019.3.0f6 works for you.
New Participant
March 18, 2020
Jrek what do you do for oculus work in the editor whit hand tracking?? i download Unity 2019 3.0f6 and builded the app in my oculus quest, but the game is not showing in the unity editor, help me please
New Participant
March 20, 2020
@hanssschaa
are your other packages the same as mine?

Oculus Integration Version 14.0

Unity Package Manager
Oculus Android 2.38.6
Oculus Desktop 2.38.4

I was able to open the HandTest scene from the Oculus Integration afterwards
New Participant
April 7, 2020
@jkred
I have the same settings as yours in my project, but my Quest always says, that hand tracking is not supported with Oculus Link.
Do you or someone have an idea. what settings also could be made (maybe inside the Quest or the Oculus software) to make this work?