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New Participant
December 2, 2022

Enable hand and controller tracking at the same time.

Hi,

I have a Oculus Quest Pro, and work on a Unity project that needs hand tracking and controller tracking for a physical object, but I can't enable hand and controller tracking at the same time. So I wonder is this possible? or is there any other ways to track a physical object using Oculus?

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15 replies

MetaStoreHelp
Community Manager
December 2, 2022

Hey there wenyingyw! This is a great question, many other users have wondered the same in the past. At this time, it's not quite possible yet to enable both hand and controller tracking. We'd love to hear feedback from our community regarding this, if anyone has any additional insight please let us know! You should also check out our Unity VR Development forum to get in touch with other developers.

If you're the author of a thread, remember to mark a reply as the Accepted Solution to help others find answers!
New Participant
January 6, 2023

Agreed, I'd love to be able to use the right controller like normal and use my left hand as hand tracking

New Participant
January 24, 2023

In addition to possibly representing physical objects, Quest Pro controllers could be also used to track legs while using hand tracking for hands. And if more than 2 controllers per headset are allowed in software, I wouldn't be surprised if quite a few people buy an extra set or two for proper standalone full-body tracking. It would be even better if a simplified and maybe cheaper "tracker" version of the Pro controller is made available.

New Participant
March 21, 2023

enable this would be great,4-point tracking for hands and feet. Would unlock possibilities for training and dancing games

brunofantini
New Participant
October 10, 2023

Is this feature now available in the new Quest 3?Does someone know that?

Inspiring
November 28, 2023

Well the Unity SDK hasn't changed

New Participant
February 15, 2024

Hi there! As far as I understood, the current hardware (cameras) need to change their exposure modes depending on what they are tracking, which is why simultaneous positional tracking of hands and controller is not supported (correct me if I'm wrong pls)

But is there a way that prevents the Quest from switching to controller tracking on Button inputs in general?

In my setup I want to be able to use the controller as a remote to control what the hand-tracked user is seeing, kind of like a showmaster. I was wondering, if this is an issue with the SDK or if I am doing something wrong.

I use Unity, OpenXR, the Hand Tracking Rig with disabled/removed XR Input Modality Controller Driver as well as deactivated Input Tracking. Yet whenever I press a button on my controllers, the hands stop being tracked.

uDezimiro
Up and Coming
November 3, 2024

https://www.youtube.com/watch?v=EFlEnfOG6FU

 

I tested this. is working.

 

(but not working if you use full bodytraking)

Honored Contributor
November 3, 2024

Not sure if all you need is the MultiModal feature (https://developers.meta.com/horizon/documentation/unity/unity-multimodal/#setup) but I noticed in another thread that the documentation on this hasn't been updated see: https://developers.meta.com/horizon/documentation/unity/unity-multimodal/#setup