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OpenXR hand-tracking + depth api - is it possible?

Sandstedt
Expert Protege

Is it possible to have both Unitys OpenXR-plugin, Oculus OpenXR Plugin and Oculus XR Plugin in the same project somehow? Would like to use default OpenXR for hand-tracking (so it's easier to port to other XR compatible headsets), and then add Oculus XR-plugins features as a progressive enhancement.

Ex using Unity XR Hands: https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/index.html

And Meta Depth API as an enhancement for Quest headsets: https://github.com/oculus-samples/Unity-DepthAPI

Currently they seems to not be compatible, or am I'm missing something?

5 REPLIES 5

Eugenart
Explorer

Hi, so did you find a decision? I'm trying to mix the (Depth API example) OVR Rig with the XR Rig, looks like it should be possible, but of course it will be better to achieve the depth working with XR somehow ...

Binhosuaid
Honored Guest

I would also love to have deph api in the OpenXR plugin directly, instead of having to use the OculusXR plugin!

I've mixed OVR Rig (taken camera with passthrough settings) with XR Rig and got somehow stable working DepthApi with XR controllers (even working with XR Simulator), but hands are not working, and project checking shows: "It's not recommended to install Oculus XR Plugin and Open XR Plugin at the same time...". But after trying more and more I got once hands mesh shown, but not stable, probably some scripts conflicts I don't know...

Binhosuaid
Honored Guest

Found this relevant but unhelpful issue on their github 
porting is allegedly ongoing but with no timeline for this feature in particular

Aha, aha, so that will take a time... and here someone is trying to find a workaround: https://communityforums.atmeta.com/t5/Quest-Development/Can-you-use-the-Depth-API-without-using-OVRC...