Skip to main content
Inspiring
January 22, 2025
Solved

Hand visuals like in meta "main menu"

Hi there, is it possible to have these hand visuals, which also are animated?

Using Unity 6 and all in one SDK v71.
There are lots of building blocks, but I can't find this. Maybe it's there already and just needs to be activated? Or any other way to implement / use this?

Thanks

    This topic has been closed for replies.
    RailonAnswer
    Inspiring
    January 22, 2025

    I have it working! Thanks to theConcurrentHandsControllersExamples.scene

    See screenshot. Now it aligns and also no(!) lag. Same as in the meta "main menu".

    The (last) setting I had to modify was on the OVRManager.cs. "Controller Driven Hand Poses Type" needs to be "Conforming to controller". See screenshot attached.

    I can only attach one screenshot, so I will add another reply with the result.

    7 replies

    Honored Contributor
    January 22, 2025

    Hi Railon That's what's called Concurrent Hand and Controllers (multimodal) tracking. There's a demo scene in the Examples folders of the XR Interaction SDK.
    This video from Valem goes through the set-up process https://www.youtube.com/watch?v=ShIeLRZbUEA

    RailonAuthor
    Inspiring
    January 22, 2025

    Hi  baroquedub,

    thanks, I saw that video. And I have hands an controllers shown. But the visual just isn't the same. I'll try to see more how Valem set up his scene and what components he uses.

    Thanks

    Honored Contributor
    January 22, 2025

    re. 1. I've not done much work with that multimodal tracking. I assume it's because the main menu has much lower access to the Horizon OS than a Unity app. I'd compare other store apps using that functionality, if you can, to see if they've improved the tracking delay. You may also want to try tweaking the tracking rate by using Fast Motion Mode: https://developers.meta.com/horizon/documentation/unity/fast-motion-mode
    2. That's just normal controller input. You can use OVRInput https://developers.meta.com/horizon/documentation/unity/unity-tutorial-basic-controller-input or InputDevice from the Unity XR Interaction Toolkit (which is a bit more verbose but gives you more cross-platform compatibility)

    RailonAuthorAnswer
    Inspiring
    January 22, 2025

    I have it working! Thanks to theConcurrentHandsControllersExamples.scene

    See screenshot. Now it aligns and also no(!) lag. Same as in the meta "main menu".

    The (last) setting I had to modify was on the OVRManager.cs. "Controller Driven Hand Poses Type" needs to be "Conforming to controller". See screenshot attached.

    I can only attach one screenshot, so I will add another reply with the result.

    RailonAuthor
    Inspiring
    January 22, 2025

    The result! 😉