Unity Development
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Welcome to the Meta Developer Forum!

Welcome to the Meta Developer Forum! This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn f...

How do I find the and tracking cursor

I'm using the interactivity SDK and the Ray Interactor block shows the circle cursor from hand tracking. I think surfaceHit and collisionInfo would get me the vector 3 I'm looking for but I'm not sure how to use it or if its even what I need. Anythin...

Resolved! Grab objects with weight

Hi, I would like to know if there is a way to make that when I pick up objects they move according to their weight, for example if I pick up a heavy object, when I move my hand the hand tracking should take more time to reach the position of my real ...

Kenki by Honored Guest
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Detecting if joint is covered up using XR Hands

I am using Meta Quest 2 headset to track my hands with XR Hands 1.4.1 package. Is it possible to get indexes of joints that are currently unavailable for tracking (due to partially covered hands, hardware on hands, etc.)?I tried using XRHandJoint.Try...

Dzytizz by Honored Guest
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Resolved! TransformRecognizerActiveState is never activating

I haven't been able to get a Transform Recognizer Active State to register as active. I have no issues with Shape Recognizer Active State. Are there any additional steps that are required in order to get a TransformRecognizerActiveState to work? I ha...

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Hand tracking outdoors

Hi guys,We are currently experiencing an issue with hand tracking in our app when using the Quest Pro outdoors.The symptoms: The hand tracking seems to get into some state where it is unusable - the hand related pointers inside the app are flickering...

QuestProHandTrackingGlitch.gif

Active Ray Interactor switching between interactables

Heyo I'm using SDK v60,in my scene I have a floor that consists out of multiple seperate tiles. Every tile has their own Ray Interactable component and I'm casting the ray from my hands. The cursors are correctly displaying on the surface, switching ...

JoJue by Explorer
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  • 1 replies
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Custom Bluetooth input sensor / controller

Hi everyone, I'm developing project on Oculus Quest 2 with Hand Tracking in Unity.I need to provide additional input value from external sensor.Input value is just user's pressure on the sensor: may be float with 0.0 - 1.0 values. No movement, rotati...

how to edit hand grab pose in unity?

Hi everyone, i have met some problem, i want to edit the finger position like photo1, but is a old version, in the new version, i cannot use the "hand grab point script" any more, instand it tolds me to use "hand grab pose script", but in this script...

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Hand Grab Interactable grab Event?

hey I am having trouble finding out which event I need to catch from the HandgGrabInteractable to then from that event call a function. In my case the Photon.RequestOwnership(), on the grabbed object. Here is what I have until now, with help from Cha...

Screenshot from 2023-05-02 13-11-33.png

Resolved! Hand tracking recorder grab around object

Im using the hand grab pose recorder to grab some objects and I want to use just 1 pose to grab an object around his pivot. I try the Cylinder surface script (like the mug in the hand tracking example scene) but it always grab the object on the same ...

Screenshot_1.png Shavier_0-1662450355726.png
Shavier by Protege
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  • 1 replies
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Hand Tracking Quit Working in Editor

Greetings,A week ago, both the hand tracking projects I'm working on, would show my hands when I played in editor. But yesterday and today, I can't get hands to show in editor anymore. One of my project I'm on a collab team, and everyone else on the ...

Feature Request: Hand tracking on desktop

When using the Unity editor, we have access to the Quest Hand Tracking. However, when the exe is built it no longer works.I assume this is because windows is using a rift-style API, but the Oculus team have added special hand tracking support for the...

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