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Added OVRHandPrefab as per Oculus docs. I have set Controllers + Hands, as I want my user to use Hands in some parts of the application, and Controller in others.However if I just move my hand quickly out the way, the mesh stays put in the last posit...
I tried changing the layer of the OVRHand object (which contains the OVRSkeleton component) but it didn't work. I don't want things that come from the hands (raycasts, particles) colliding with the hands.
I'm trying to have the Avatar hand (from avatar sdk) to shape as the interaction rig hands when grabbing object. For example, in the samples scenes if I put the avatar in the TouchGrabExamples scene when i grab an object the interaction hand actually...
When recording with Hand Tracking and Pass through at same time, the video only shows black background, does not show the pass through layer. But when recording the pass through app without hand tracking, you can see the room. Please fix this bug, as...
I'm using Unity 2021.3.10f1 and I’m having an intermittent problem with launching an app using Meta Avatars and the OpenXR plugin. Sometimes when it launches it will not track hands until I hit the sleep button a couple of times to reset it and then ...
Hello everyone. I am a new developer using Oculus with Unity and I am trying to use hand tracking on my application, but I can't find any resources about how to create a teleport system using just hand tracking. Do you know where I can learn how to d...
Hi, I am working on a project where I would like to save the handDataSources and the hmdData in order to be able to replay what happened in the scene. ( easier than recording each object I would only record the data from the headset).Does the oculus ...
Dear team, Greetings of the day hope you are doing well. I work for an organization we have a concept for Virtual reality.before that we are using the HTC kit for our business purpose for now we are switching to oculus quest 2.I need a little help:-1...
I want to use recording to apply my well-trained hand tracking algorithm. Can I get this from any SDK?
Hi, I´m a developer trying to create a training app but i need to use one of the controllers, not as a hand but as an object quite separated from the sensors in the helmet. I´ve tried to set a wide boundary room but only managed to separate the contr...
Background: I am attempting to create a rubiks cube that is interacteable with the quest's hand tracking The issue i am having right now is that the OneGrabRotateTransformer that constrains an to only a rotation in one axis does not seem to work when...
The hand-tracking mod2 has been release for application, but currently hand-tracking WebXR api can not be used in the browser on Quest2 (as far as I can tell). Is there any chance this will change any time soon? Even better, am I wrong and it can in-...
I'm looking around for a decent way to implement teleportation while using hand tracking. The only tutorial I have found so far is THIS However, it uses two buttons placed on the wrist which is quite cumbersome. I'm planning to implement my own versi...
The default OVR setting in oculus integration SDK only supports index finger. I want to enable the poking behaviour of middle finger and the poked object will have different behaviours after receiving these two actions. For example, when poking the v...
I've updated to the latest OVR Plugin, can't see anything new.Some of my apps heavily relies on quick handtracking and could really benefit from it. Also, is there a link for direct contact form for development support? Can't seem to find it either. ...
I'm developing a Quest app in Unity that primarily uses hand tracking, but uses controllers in the beginning to align the VR content with real-world space. When the app starts we would like to display a message instructing users to enable hand tracki...
Hi I am currently experimenting with the new Interaction SDK for Hand Tracking which allows pose detection. In addition to creating a static shape recognizer, I also want to access the continuous data of the hand, mapping the curl, flexion, abducti...
Hi all! I'm making an hand-tracking game as a seated or standing experience.While standing, the user sometimes move around a bit, after time its offset causes the game to act weird for obvious reasons. While recentering with controller is very easy a...
I have a persistent issue where the rendering of hand tracking is all messed up. In the photo, the hand colliders and interactions are fine (I am able to grab the slider, it changes to green when grabbed, and changes it position), but the rendering o...
Hi, does anyone know where I can find the documentation or instruction video for developing an app that uses hand tracking, the passthrough, and use the real-world physical object? I know there is a piano AR game that you can use the real piano to pl...
Hello, I'm developing a game for my master thesis with Unity using oculus hand tracking, I need to keep hands displayed and just "freeze" them when the tracking is lost. Is there a way to do so? I found the GetHandState method in the OVRHand.cs scrip...