3 weeks ago
Hi there, is it possible to have these hand visuals, which also are animated?
Using Unity 6 and all in one SDK v71.
There are lots of building blocks, but I can't find this. Maybe it's there already and just needs to be activated? Or any other way to implement / use this?
Thanks
Solved! Go to Solution.
3 weeks ago - last edited 3 weeks ago
I have it working! Thanks to theConcurrentHandsControllersExamples.scene
See screenshot. Now it aligns and also no(!) lag. Same as in the meta "main menu".
The (last) setting I had to modify was on the OVRManager.cs. "Controller Driven Hand Poses Type" needs to be "Conforming to controller". See screenshot attached.
I can only attach one screenshot, so I will add another reply with the result.
3 weeks ago
Hi @Railon That's what's called Concurrent Hand and Controllers (multimodal) tracking. There's a demo scene in the Examples folders of the XR Interaction SDK.
This video from Valem goes through the set-up process https://www.youtube.com/watch?v=ShIeLRZbUEA
3 weeks ago
Hi @baroquedub,
thanks, I saw that video. And I have hands an controllers shown. But the visual just isn't the same. I'll try to see more how Valem set up his scene and what components he uses.
Thanks
3 weeks ago
Ok, I got it working, but it's not as good as I hoped! And no comparison to meta "main menu".
Seems like my testing yesterday evening in bad lighting condition caused the "glow" of the hands to not show as good as I wanted. And I also didn't set up the hands to always show. Changed the settings and get this result now: https://rainerlonau.com/ftp/meta-handtracking-unity.mp4
Thanks
3 weeks ago
Just tested the ConcurrentHandsControllersExamples.scene and there it works as expected. Gonne compare this scene with my setup. Hopefully I can get it working then.
Just to let you know. Thanks again for your fast reply earlier!
3 weeks ago
re. 1. I've not done much work with that multimodal tracking. I assume it's because the main menu has much lower access to the Horizon OS than a Unity app. I'd compare other store apps using that functionality, if you can, to see if they've improved the tracking delay. You may also want to try tweaking the tracking rate by using Fast Motion Mode: https://developers.meta.com/horizon/documentation/unity/fast-motion-mode
2. That's just normal controller input. You can use OVRInput https://developers.meta.com/horizon/documentation/unity/unity-tutorial-basic-controller-input or InputDevice from the Unity XR Interaction Toolkit (which is a bit more verbose but gives you more cross-platform compatibility)
3 weeks ago - last edited 3 weeks ago
I have it working! Thanks to theConcurrentHandsControllersExamples.scene
See screenshot. Now it aligns and also no(!) lag. Same as in the meta "main menu".
The (last) setting I had to modify was on the OVRManager.cs. "Controller Driven Hand Poses Type" needs to be "Conforming to controller". See screenshot attached.
I can only attach one screenshot, so I will add another reply with the result.
3 weeks ago