Hand tracking right index pinch counts as button press?
So I have a VRTK (3.3) teleporter pointer setup to work with the controller left button One press. When I setup hand tracking using the OVRHandPrefab and set the Oculus manager to Hands only for some crazy reason doing a Pinch with my right hand activates the teleporter. I cannot figure out why!! The only scripts related to hand tracking i have are on the prefab. And really I want to know HOW its simulating the button press / activating the teleporter so I can use pinches to simulate other button presses! Anyone have a clue how/why this is happening?5.3KViews0likes5CommentsHand Tracking Teleport
Hi, When using the hand tracking to select and object similar to the train example, selecting the windmills, is there a way to make the selection point to be larger? i.e. If I have a huge game object to select, I have to set my raycast cursor towards middle of the object to be able to select it and not just the collider. Any easy way to set this up? thank you1.5KViews0likes3CommentsCannot find any information on how to make objects move when you do a specific motion
I wasn't really sure how to title this but for I am a new developer using Unity and the Oculus SDK and I am trying to figure how to make an object spawn and move when the player makes a fist and punches. However I cannot find anything on moving objects based on a hand motion. I keep trying to search different things but I am unable to find anything on the topic. Kind of like a force push kind of thing but the object will spawn when the motion happens and not already be in the scene. If anyone has any suggestions of things for me to look up I would really appreciate you pointing me in the right direction. I know I have seen this kind of thing in games before but I cannot find any information online about it so I am assuming that I am just not looking for the correct name of it.558Views0likes0CommentsHand Tracking Gone in Oculus Integration v15.0?
Hello everyone, I just imported the new Oculus Integration (v15.0), which was released on April 6th. But in the new integration, I'm not seeing any of the prefabs related to Hand Tracking - OVRHandPrefab doesn't seem to exist, and OVRCameraRig doesn't have any "Input" settings under the OVR Manager section (even after switching build device to Android). Has anyone noticed the same with v15.0? I'm running both Unity version 2019.2.3f1 as well as 2019.3.10f1 and both have the issue.584Views0likes0CommentsHas anyone seen any guidance or documentation on how to use a custom mesh with handtracking?
Hey All, I've been playing around with hand tracking, along with arm and body presence using IK. I'm hoping there's someone out there who has some seen some information or documentation on how to go about swapping out the Oculus provided Hands used in hand tracking with your own model. So far I've got the following https://www.youtube.com/watch?v=__bBJpAmNfY ; which, in terms of the arms and body are "OK" but the next step there is to get each of the underlying model's fingers to move and animate with the OVRHandPrefab Anyone have some idea on where to start there?Solved2.1KViews0likes5CommentsOculus Integration v14 OVRPlugin Bones not positioned correctly
First I find it is weird that there is a Hand_Pinky0 value in OVRPlugin.BoneId for the metacarpal bone where the index, middle, and ring fingers do not have a value at all for metacarpal bones. Why is that? What is the value of having Hand_Pinky0 at all really? I also noticed that the bone positions for the pinky are way too close to the ring finger and do not align at all with the OVRHand mesh. The same goes for the thumb. The index, middle, and ring fingers used to align perfectly in the Oculus Integration v13, but now are slightly too long. The tips are about a centimeter beyond the actual tip of the hand! Is this a known issue? When I was using the Nimble SDK (early hand tracking API) the hand positions were perfect. Now I have moved over to the OVRPlugin it seems all wrong.742Views0likes0Comments