04-27-2021 05:14 AM
At some point will the hand tracking cursor pose be added to Oculus' OpenXR runtime? Microsoft use the XR_MSFT_hand_interaction extension to provide some extra interaction paths including:
…/input/select/value
…/input/squeeze/value
…/input/aim/pose
…/input/grip/pose
I've re-implemented pinches in Unreal to handle the select value interaction path, but it would be great to be able to access the PointerPose value that hangs around in the ovrInputStateHand struct via an aim pose interaction path since it has such nice smoothing. I'm using the wrist bone right now to aim which is very shaky.
06-04-2024 11:20 PM
Hi, this seems like an oldie, but wanted to ask if there is any update you are aware of. I have my own 3D app (native PC) and I can get the hand tracking extension working, but not interaction. Well, honestly the only way for me to work with tracking is with SteamVR as the OpenXR implementation, and that does not support interactions as well. Is there any way to have Oculus as the OpenXR default runtime and get tracking and interaction working for native PC c++ apps?
Thank you!