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Override Quest 3's finger tracking

GalacticLionfish7359
Honored Guest

Hello, 

I am a researcher fairly new to Quest 3 development and I hope you can help me solve a problem. 

I would like to track the position of the hand/wrist using Quest 3's built-in tracking, but override the built-in finger tracking and instead use my own tracking system. I have managed to achieve this in a simple scene with only the Camera Rig and Hand Tracking building blocks by changing the OVRSkeleton script. However, when I add the Interaction building block, which requires the virtual hands building block, my fix no longer works and I cannot figure out how to achieve the same behaviour.

Do any of you know how I can override the built-in finger tracking regardless of the building blocks involved? 

Some potential relevant details: 

I'm using Unity 6, V74 of the SDK. My aim is to create a mixed reality application where the virtual hand is controlled using myoelectric signals (signals measured from the muscles of the forearm). 

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