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Oculus Quest 2 Hand Tracking with OpenXR Plugin?

Anonymous
Not applicable

Looking to switch over to OpenXR SDK, especially with the new Mixed Reality with Passthrough only being released in OpenXR --- but need to have Oculus hand tracking in VR apps...

 

The best way I know how to do this is with the "Oculus Integration" package -- ie. adding the OVRCameraRig -- see the following youtube showing where I learned how to do this (https://youtu.be/vSia7t_WlbQ?t=169)

 

So what's the best strategy to do this same hand tracking for Oculus Quest 2 and use the OpenXR SDK?

 

Thanks in Advance!

3 REPLIES 3

gczawurdo
Honored Guest

I'm actually keen on this as well. So far I'm also using OVR. 

I don't know if it's possible now to do hand tracking using OpenXR because it seems Oculus Integration for OpenXR hasn't been developed yet: 

http://docs.unity3d.com/Packages/com.unity.xr.openxr@1.2/manual/index.html 

Under Oculus, at Known Limitations column Unity mentions the following: 

"Oculus Integration package features not available

Not yet recommended for production."

I hope Oculus can give us guidance on how to use OpenXR for hand tracking. 

SirMazius
Explorer

We are currently trying to do the same thing. Did you found any way to do this?

Hi I'm sorry I shifted to another company and we are not focusing on hand tracking at the moment. 

What I last used in my previous company was Microsoft Mixed Reality Toolkit, which was excellent. Just incredible. Before, that I also tried HPTK (Hand Physics Toolkit) which you can get from the Asset store. 

For best in class hand performance... I have this feeling nothing beats Microsoft's MRTK. It has everything: the UI buttons, the pointers, great demo scenes. 

If you combine MRTK with HPTK, I think the results might be magical.

With regards to your original question, unfortunately I have no clue about OpenXR hand development at this stage.