03-17-2021 05:03 AM
Please point me into the right direction. Looking into the OVRPlugin code I can not find a way to get Hand Joint Location, seems like Oculus doesn't provide us with that data...is it correct? I can see that there is a root pose in OVRPlugin.HandState struct, but that's it.
What I'm trying to do: well, I want to transfer (and convert) Oculus hand tracking data into Leap motion data format. It will give me a better way to work with hand tracking data as well as to re-use an old Leap codebase. This will also give me access to Leap Motion interaction engine on Oculus Quest.
08-06-2021 08:23 AM
Look at https://developer.oculus.com/documentation/unity/unity-handtracking/?locale=fr_FR
they explain everything you need for get the correct information of every bone in your hands. All bones are accessible in your OVRSkeleton.
please leave a kudo if that help you 😉
12-09-2021 02:20 AM
Yes, this is an alternative way of accessing position data, but:
it means I'll need to use OVRSkeleton script for this, which I dont want, since it comes with a lot of garbage I don't usually use. It also means I need to have other scripts in my project which OVRSkeleton depends on. I'd like to access the joint position data from the OVRPlugin directly, like I do for rotation data.