Hello, I was wondering if any knows how to add physics colliders to the
Meta Avatars / Avatar2s like you could do with the “Enable Physics
Capsules” checkbox on the OVR Custom Skeleton component of the
Hi, I am trying to access the bool state of pinching fingers as well as
the transform (position and roatation) of my hands in the new
interaction SDK. Below is the script I have written:These are the API
content I am referencing:Pinch:Transform:I am ...
I was playing around with the Oculus Integration Package for Unity along
with Hand Tracking. I was wondering if it possible to have both Hand
Tracking and the Controller enabled during the execution of the project.
I was thinking of using hand tracki...
Hi I am developing with the new Interaction SDK and have been trying
to map the transform and rotation of the hands to other values, but they
are not updated during run time and they are always at 0, 0, 0. (The
older one, which is the OVRHandPrefab...
Greetings,A week ago, both the hand tracking projects I'm working on,
would show my hands when I played in editor. But yesterday and today, I
can't get hands to show in editor anymore. One of my project I'm on a
collab team, and everyone else on the ...
Hey there, So I need to implement Hand Tracking into a Unity Project,
and I first tried it in a base project and everything works, I was able
to import the Oculus Integration Package, apply the OVRCameraRig and
OVRHandsPrefab within the Camera Hand T...
I'm using the Oculus Hands demo scene for hands tracking
(HandsInteractionTrainScene) and it works correctly. However when I try
to replace the default hands with custom hands following the process
:Disable left OVRHandPrefab Disable right OVRHandPre...
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...
Hi,I'm not quite sure, if this is/was already an issue, but since my
Quest OS updated to version 35 and my Oculus Integration is still
version 34, Hand Tracking samples do not work anymore (using Unity
2021.2 with OpenXR backend). Furthermore older p...
Hi, I am setting up the hand tracking and not the controller. I added
OVRGrabber to OVRHandPrefab and I have Sphere Collider, and Rigidbody. I
also added OVRGrababble in the Cube. I can move around the cube with the
hand but I cannot grab the cube. H...
[Edit, Solved] I found the 'good' sample scenes, under
/assets/oculus/sampleFramework/usage/. I guess everything under
/assets/oculus/VR/scenes/ is old? -------------------------- I ran
through the "setup" for Unity & Quest, without any issues.
Hi folks,so I am working on an application for the Quest 2. We use the
standard OVR prefabs as a base and have elaborated on their
functionality. Until now everything is working fine but today I wanted
to the functionality to move the user around by ...
Is there resource we can use in order to get the Oculus launcher's hand
gesture UI design( the cursor ,raycaster and pinch) implement inside our
own app?Exactly this one