Front Facing Cameras and Hand Tracking
Hi I have a few questions about the FFC (Front facing cameras) and Hand Tracking. Our app is made for Oculus Quest and we are using Unity to develop our app. The question is can we access the FFC images to better the hand tracking or completely implement our own hand tracking. The normal hand tracking that comes with the Unity plugin is not cutting it for us and we have had to create workarounds. My questions: 1) When the hands go on top of each other and the cameras lose sight of the hands they end up in the wrong transform.position. How can I access the hand tracking data from inside Unity to see what is happening just before this happen. I cant seem to find the right place from inside OVR to get hand tracking data other than controller data. What points does the front facing cameras map and where can I access it? 2) Can we access the FFC:s in Unity? This was done fairly easy on HTC Vive Pro but I can not find anyway to grab the images from the Front facing Cameras. I would like to get the OVR data to implement my own code for hand tracking and environment mapping and for the QR code finding in our test area. I would really appreciate if you could point me in the right direction or answer me directly. Best Regards Jagi953Views1like0CommentsLogging Hand Tracking Data
I am trying to come up with a good way to log hand tracking data (i.e. position of each joint over time) and storing it in a CSV preferably. Right now I am thinking of using the native SDK and attempting to write the data locally to the device, but I was wondering if there was an easier way? Perhaps some way to do it through Unity?897Views0likes0CommentsHow to disable Black Hand Model Mesh used for hand tracking when controllers are active
We are enabling both controller input and hand tracking input, however, if the user starts our app using controllers, the black models used for hands will not be hidden. The user must then put down the controllers, engage hand tracking, then pick up controllers again to get rid of the black hand model meshes. How do I properly disable those black hand models meshes if a user decides to use controllers only? (pic attached)687Views0likes0CommentsHand Tracking Sample Scene: Hand texture issue
Hi -- I've followed the instructions in the Quest developer docs to successfully build and run the HandsInteractionTrainScene from the latest Sample Framework. The app runs fine, all interactions are great -- only issue is that the hand's textures look trippy in a bad way, flickering like mad, as shown below. I haven't modified anything in the sample scene beyond what's in the instructions and I'm sure it's an easy fix. Thanks for any suggestions.1.3KViews0likes2Comments