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Implement hand tracking for Quest 3

Open viknesh2020 opened this issue 1 year ago • 9 comments

Hi,

I am unable to find a documentation on how to implement hand tracking with oculus sdk for quest 3. I see this, but not sure how do I implement this. There are no sample prefabs as well for hand tracking. Or am I missing something. Any help would be appreciated.

viknesh2020 avatar Apr 05 '24 10:04 viknesh2020

Hi Viknesh, happy to see the interest in UltimateXR!

Did you enable the hand tracking option in the UxrStandardAvatarController component? image

Do note however that the UltimateXR framework currently does not support object manipulation with hand tracking (yet!) so you would need to make your own object manipulation handling.

Hope that helps, if not, let me know! :)

pgsleepy avatar Apr 05 '24 12:04 pgsleepy

Hi Pgsleepy, thanks for your reply. I am using the example 'UltimateXR_URP' scene with CyborgAvatarExample. And yes, the 'Allow Hand Tracking' is enabled. Is there anything else I need to look into?

viknesh2020 avatar Apr 08 '24 07:04 viknesh2020

Great, that should cover it on UltimateXR's side. I will ask some questions that you might've done already, so please bear with me!

This might be a silly one, but did you enable hand tracking in the Quest's settings menu already? Are you using the deprecated Oculus Integration or are you using their new Meta XR All-in-One SDK? Have you made sure that the Oculus Plugin Provider is selected in the XR Plugin Management within the Android tab?

pgsleepy avatar Apr 09 '24 14:04 pgsleepy

Great, that should cover it on UltimateXR's side. I will ask some questions that you might've done already, so please bear with me!

This might be a silly one, but did you enable hand tracking in the Quest's settings menu already? Are you using the deprecated Oculus Integration or are you using their new Meta XR All-in-One SDK? Have you made sure that the Oculus Plugin Provider is selected in the XR Plugin Management within the Android tab?

Thanks pgsleepy. Quest is already hand tracking enabled. And the Oculus is selected as the plugin provider under XR plugin management.

The one thing I did not understand is using the Meta XR all in one SDK. I thought the Ultimate XR is an entire solution for Hand tracking. Correct me if I am wrong. Also, if you could guide me to any resource that helps me understand how do I implement hand tracking with Ultimate XR and with All in one SDK in tandem.

viknesh2020 avatar Apr 10 '24 04:04 viknesh2020

First things foremost, apologies for the late response!

The one thing I did not understand is using the Meta XR all in one SDK. I thought the Ultimate XR is an entire solution for Hand tracking. Correct me if I am wrong. Also, if you could guide me to any resource that helps me understand how do I implement hand tracking with Ultimate XR and with All in one SDK in tandem.

UltimateXR in and of itself is an object manipulation / interaction framework. It relies on compatible SDKs to access functionalities like controller inputs, button touches, and hand tracking.

That was my suspected reason why your hand tracking wasn't functioning properly.

The only thing you'll have to do is install the Meta XR All-in-One SDK package and UltimateXR will automatically handle the recognition and assignation of the controllers!

Please do let me know if this has worked out for you. :)

If you're unsure or if you feel like you might need more real-time guidance, feel free to hop by over on the UltimateXR Discord. Our community is very friendly and very willing to help out.

Good luck!

pgsleepy avatar Apr 11 '24 18:04 pgsleepy

Thanks pgsleepy. I did install the All in one SDK. But still, I am unable to get the hand tracking working. Is there any specific scene setup/gameobjects/components that I need to configure in the sample scene?

viknesh2020 avatar Apr 17 '24 05:04 viknesh2020

With thing on this implement it still on going on the preview version that under development that should allow the use of anchor system that meta have in there all in one SDK system soon. As for the hand tracking it work in the example but you be unable to move or teleport while using hand. so at most you can do with hand tracking is mostly interact with interactive able game object or UI.

StormB19925 avatar Apr 20 '24 21:04 StormB19925

With thing on this implement it still on going on the preview version that under development that should allow the use of anchor system that meta have in there all in one SDK system soon. As for the hand tracking it work in the example but you be unable to move or teleport while using hand. so at most you can do with hand tracking is mostly interact with interactive able game object or UI.

I read that somewhere that we cannot move or teleport with hand tracking. But for me, the hands are not even detected in Quest 3. The default avatar's hands are struck in a place. They get activated only after I turn on my controllers. Not by my Hands.

viknesh2020 avatar Apr 22 '24 09:04 viknesh2020

Thanks pgsleepy. I did install the All in one SDK. But still, I am unable to get the hand tracking working. Is there any specific scene setup/gameobjects/components that I need to configure in the sample scene?

Sorry, I did not see the reply, once again!

They should technically already work with everything you have set up. We recently had someone in the Discord that was struggling with the same thing as well, when he installed the Meta XR Core SDK it was all fixed. Very peculiar.

I doubt that this is the reasoning, but could you verify that you're using v0.9.7 or above?

Could you perhaps set up a new project with the latest UltimateXR version (v1.0.0) and with hand tracking enabled, Meta XR Core SDK installed, and see if it works then?

Please let me know. Good luck!

pgsleepy avatar May 16 '24 15:05 pgsleepy