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Custom Hands in Unity3D Hand-Tracking Sample Framework Scenes do not work

hash280689hash280689 Posts: 38
Brain Burst
edited January 9 in Oculus Quest 2 and Quest
I have been trying to make a build of both the "Custom Hands" and the "DistanceGrab" scenes on the Quest. The custom hands do not work at all. The models are the wrong orientation and do not animate. I was wondering if there was a fix for this problem. The train scene works fine as it's using the in-built hands.

As a side question, does the distance grab functionality actually require custom hands or can I just use the stand hand implementation found in the train scene?


  • fyodorkrasniyfyodorkrasniy Posts: 1
    I dont think anyone is coming to help.. have the same problem here, the hands documentation and release is a bit all over the place
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