06-22-2021 07:32 AM - edited 06-22-2021 09:07 AM
we just set up all the requirements for unity and oculus development, according to the get started guide.
when deploying the handsInteraction example project, the quest2 is asking to switch to controller when starting the app.
then, in the app we are asked to switch to hand controls, but are unable to go back into the app when hand controls are enabled.
i suppose this to be a bug, but can someone confirm this example is working with the latest packages?
- oculus quest system version 29.0.0.65.370 (no updates aviable)
- oculus integration Version 29.0 - May 24, 2021 (latest version as of today)
- Unity 2020.3.12f1 (recommended for VR Beginner tutorial)
update:
- hand tracking does work in editor playmode via oculus link
- hand trackig does not work when deploying to the quest2 via build&run
Solved! Go to Solution.
06-22-2021 10:01 AM
In the OVRCameraRig prefab, in the "OVR Manager" component, there's a field to enable hand tracking support. When your project is set to "Hands Only" or "Controllers And Hands" this should add a key to your manifest.xml that enables the feature in your application when it's built for Quest.
06-22-2021 10:01 AM
In the OVRCameraRig prefab, in the "OVR Manager" component, there's a field to enable hand tracking support. When your project is set to "Hands Only" or "Controllers And Hands" this should add a key to your manifest.xml that enables the feature in your application when it's built for Quest.
06-23-2021 05:14 AM
this solved it, thank you!