Handtracking in PC SDK
Hi. Is it possible to do handtracking with the PC SDK? Reading through the documentation didn't help. We build simulators, and our product currently uses Leap Motion to do the tracking and interact with virtual buttons. For what I understood this is only doable in Unity, am I wrong? Can someone confirm this is doable outside of Untiy/Unreal Engine? Thanks.2.4KViews4likes2CommentsUnity, OVR hand pointer laser beam issue
Hi, I have an issue with the laser pointer setup (line renderer). Its pointing by default to world 0,0,0. Only by using the secondary hand trigger, the beam is pointig forward. I dont know if its supposed to be like this, but I want it always pointing forward (Z). my setup (Oculus Integration 17.0): - OVRCameraRig (with OVR Physics Raycaster) - parented "CustomHandLeft" and "CustomHandRight" prefabs under the Left- and RightHandAnchor - UI Helpers prefab. In OVR Input Module I defined "RightHandAnchor" as RayTransform - my Canvas has OVR Raycaster with "RightHandAnchor" defined as pointer I cant find out why the "secondary hand trigger" should change the pointer direction, also I dont know where this behaviour is defined. I supposed the "LaserPointer" is script doing this by defining the 2 positions of the line renderer...1.4KViews0likes0CommentsWhat are the names of the Oculus hands/controllers instantiated at runtime?
I'm trying to find the names of the hands/controllers that get instantiated by Oculus at runtime. I'm using the Oculus Quest (Unity) so I can't check myself, but it should be the same on the Rift S. Does Oculus reference these GameObjects anywhere?650Views0likes1Comment