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New Participant
May 2, 2025

Override Quest 3's finger tracking

  • May 2, 2025
  • 1 reply
  • 445 views

Hello, 

I am a researcher fairly new to Quest 3 development and I hope you can help me solve a problem. 

I would like to track the position of the hand/wrist using Quest 3's built-in tracking, but override the built-in finger tracking and instead use my own tracking system. I have managed to achieve this in a simple scene with only the Camera Rig and Hand Tracking building blocks by changing the OVRSkeleton script. However, when I add the Interaction building block, which requires the virtual hands building block, my fix no longer works and I cannot figure out how to achieve the same behaviour.

Do any of you know how I can override the built-in finger tracking regardless of the building blocks involved? 

Some potential relevant details: 

I'm using Unity 6, V74 of the SDK. My aim is to create a mixed reality application where the virtual hand is controlled using myoelectric signals (signals measured from the muscles of the forearm). 

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    1 reply

    New Participant
    August 28, 2025

    Hi there! This sounds quite similar to my use case, and I'd love to know whether and how you got it working in the end! Thank you so much in advance!