08-05-2021 02:06 PM
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!
08-12-2021 06:32 PM
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.
11-25-2021 05:51 AM
We are currently trying to do the same thing. Did you found any way to do this?
11-26-2021 02:36 AM
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.