2 weeks ago
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).