Skip to main content
New Participant
May 23, 2024

Set up controller driven hands v65

Hello! Can you please tell me how to install hand controllers on Quest 2. Adding OVRControllerDrivenHands component to OVRInteractionComprehensive did not help.doc  Hands are not displayed in the examples either. I tried in versions 65 and 62

    This topic has been closed for replies.

    30 replies

    New Participant
    May 25, 2024

    Hello, i'm just exploring that functions too right now. These are my suggestions (after days of real disperation using SDK v65):

    1) Start a brand new  project  editor 2022.3.29, (3D built-in core), do not choose VR or MR presets

    2) Download the META XR ALL IN ONE package, but don't install the V65 version, but choose history->version V64

    3) Download the META XR INTERACTION SDK SAMPLES (important install always the V64 version)

    4) import now samples from Meta MR utility Kit or Meta MR interaction samples. Even the first one BASE sample have a complete hands working example on QUEST 2.

    Instead other combinations using the V65 or XR setup or starting with MR or AR preset have different issues

    Good luck

     

    Participant
    May 28, 2024

    I was trying to follow that guide too and it wasn't working for me either, so I just used the deprecated OVRControllerHands instead and that worked.  I hope to switch over to the new OVRControllerDrivenHands once they fix it.

    New Participant
    June 25, 2024

    Hi. In my case the Hands are not shown either when i use controllers with OVRControllerDrivenHands. However when i build for Android i can see my hands inside the headset. Its pretty frustrating but it works in the .apk

    Participant
    June 26, 2024

    Just got v66 of the SDK for Unity and it's still broken.

    I understand it works when making a full build, but if I cant use it to debug stuff in play mode then it's basically unusable for anything other than a quick tech demo or prototype.  I wish they could somehow indicate whether they are even aware of the issue or if they ever plan to fix it, otherwise I'd rather cut my losses with the Meta SDK and switch to the XR Interaction Toolkit.

    Inspiring
    August 22, 2024

    Hi all! I'm an engineer on the Interaction SDK team. We're sorry to hear this is still an issue for you; we're working to improve our docs to help this not be a problem going forward.

    In the meantime, can you confirm that the "Settings > Beta > Developer Runtime Features" setting is enabled in your Meta Quest Link app on your development PC? If not, does enabling it fix the issue for you?

    Participant
    August 23, 2024

    Yes I have Developer Runtime Features enabled and I have this problem.

    Inspiring
    August 23, 2024

    Okay, good, thanks for confirming! Next quick thing to try (hoping to narrow down what the issue might be): if you import the samples from the Interaction SDK Package and open the "Gesture Examples" scene, controller-driven hands should be enabled by default; does that scene work correctly, or do you still experience the issues you've been seeing in other scenes?

    Inspiring
    August 29, 2024

    Just checked these settings on both my devices (Quest 2 and Quest 3). They are enabled. This does not seem to be the cause of the issue for me.

    Also tested switching between build platforms again. Neither setting it to Windows nor Android changes the outcome. Still cannot see the hands.

    Participant
    August 29, 2024

    Curious if mcgeezax4 is able to get it working with my above steps.

    Participant
    August 30, 2024

    I just tried and unfortunately no. 

    I double checked those settings on the Quest 3 HMD and both were turned on.  The auto-switch sensitivity was set to High if that matters.  I also followed those steps, which is pretty much what I have been doing this whole time except for changing the build platform to PC (Windows), but changing that didn't work either.

    Participant
    August 29, 2024

    dev.x.sandra can you confirm your versions for:
    1. HMD
    2. Link PC App
    3. Unity
    4. Meta XR Interaction SDK

    5. Meta All in One SDk

    Inspiring
    August 30, 2024

    luckybrometaHere are the Versions I currently use:

    1. HMD: 68.0.0.718.364.636978664 (for both Quest 2 and Quest 3)
    2. Link PC App: 69.0.0.400.353
    3. Unity: 2022.3.15f
    4. Meta XR Interaction SDK: 68.0.1
    5. Meta All in One SDk: 68.0.1 (Core is 68.0.2)


    Other Versions I tested with:
    Unity 2021.3.33f, 2022.3.9f, 2022.3.15f, 2022.3.26f, 2022.3.44f, 2023.2.20f
    All-In-One-SDK/Interaction SDK: v62, v64, v65, v66, v67
    Also tested on a second PC and with a different link cable

    Participant
    August 30, 2024

    hvox1138 luckybrometa 

    Just wanted to upload a short video to visually show what is happening.  Both segments show me first showing hand-tracking and scene interactions working, and then picking up the controllers and attempting to swipe the interactable.  Nothing in the project is different between the two, just the first one is a build running off the headset and the second is in Unity play mode:

    https://imgur.com/a/971oAWt

    Participant
    September 3, 2024

    Thanks for the video, this was very helpful!

    We are discussing internally and will provide an update as soon as possible.