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Hand Tracking + Windows Build?

kav002kav002 Posts: 3
I was wondering if anyone has been successful in getting hand tracking to work with a unity build targetted for windows?

Considering you can use hand tracking with the oculus link inside Unity editor, surely this can be done for a build too...?

The application I'm creating needs to have 2 users:
  • One sat at the PC, controlling vehicles.
  • One using the headset guiding the vehicles.
It's kind of important that hand tracking is on as it allows the use of all fingers and gestures (unlike controllers).

I know I could network this and sideload onto the Quest 2 to get the PC and the headset to communicate over a server (multi-platform compatibility). However, this increases the scope of the project...

Any suggestions?


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