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@@dilmerv Do think Meta's XR kit is better than Unity's? Or do you have a video on that? My first impressions is that Unity's is much more straightforward and basic. Meta's is advanced and a bit harder to learn. I think long-term Meta's seems best as I can do crazier things in my apps/games.
Thank you very much for your excellent education I wanted it to be red when we hold the cube with the right hand and blue when we hold the same cube with the left hand. How should I do?
That part is not included you are right but you can download the code and look at how I created it from github.com/dilmerv/MetaInteractionSDKSamples let me know if you have further questions thanks !
@@dilmerv Yep, exactly. And so far I didn't find anyone who has been successful in getting hand tracking to work with a unity build targetted for windows! Actually it is exactly the reason why I've choosen Quest2 as a target device. Gonna try out Airlink too, but something tells me that it won't help.
Sorry I responded too late but looks like you can get the hand bones poses with this: developers.meta.com/horizon/documentation/unity/unity-isdk-get-bone-position Thanks for your comment and let me know if you've more questions.
Hey, I am a little late to the party, but I ran into a little problem when implementing this on my own. I believe I followed your steps correctly but for me the hand bones displayed are of mixed types (some "hand" bones and some mislabeled "body" bones). Do you have any idea to what the cause may be?
Hey buddy, I guess I did. It says the bones are random 'body' bones or 'hand' bones, even for me some 'full body' bones, they are just hand bones. I think the reason is their numbers via OVRPlugin are duplicated. In my Bone Visualization following the his last part of the video, it shows different boneid but, positions works well.
You should be able to go to the Toolbar option > Oculus and inside the dropdown menu you will find an option to create an android compatible manifest automatically.
📌 Be sure to watch the full playlist for this video in chronological order from 👉 ua-cam.com/play/PLQMQNmwN3FvwEs_7aXRQ_kEREgrXuKWho.html
🔔 Consider subscribing to avoid missing future XR videos: ua-cam.com/users/dilmerv thank you !
Thank you so much for the video and assets! All the best x.
You're very welcome!
Hey, I just followed all the steps till 3:30 yet I can't the hand visuals in the game window. Can someone help me with this?
As always, thanks for the video Dilmer. Can you tell me the relationship between hand tracking in the Oculus Interaction SDK and the OVR Components?
how can i find that DebugArea prefab?
You can get it from this project via GitHub github.com/dilmerv/MetaInteractionSDKSamples thanks
Great video and introduction to setting up hand tracking. On another note, is that an Ultraleap module n the front of your Quest 2?
Thanks Tyler, yes I mounted it to test it out with other prototypes I am creating for the channel.
I followed the steps to minute 3:30 but I can't see the hands :( Why?
Any update?
@@SandipSharanSenthilKumarI had a problem with my project. It worked well when I created a new project (didn't had the time so find the bug..)
Thanks! I'm going to try the Oculus SDK for my VR Butter Churning Simulator!
Awesome 👏 yes test it out, it is a great way to get started !
@@dilmerv Do think Meta's XR kit is better than Unity's? Or do you have a video on that?
My first impressions is that Unity's is much more straightforward and basic. Meta's is advanced and a bit harder to learn.
I think long-term Meta's seems best as I can do crazier things in my apps/games.
Thank you very much for your excellent education
I wanted it to be red when we hold the cube with the right hand and blue when we hold the same cube with the left hand.
How should I do?
@dilmerv Thanks for the videos. Do you know if the hands are scaled to your hands?
According to Meta and what I've done over the years they are :)
What is attached onto the front of the oculus? Is that an add on camera for hand tracking? I haven't seen that before.
Great question, that’s an Ultraleap hand tracking module which I am using with another project.
How did you make the Debug Area? It doesnt show in the beginning.
That part is not included you are right but you can download the code and look at how I created it from github.com/dilmerv/MetaInteractionSDKSamples let me know if you have further questions thanks !
Thanks for the video! By the way, looks like Quest 2 hand tracking doesn't work on PC build, just in the Editor. Got any tips on how to fix this?
Platon thanks for your feedback, I honestly haven’t tried that, for a PC build are you running things through Oculus Link features ?
@@dilmerv Yep, exactly. And so far I didn't find anyone who has been successful in getting hand tracking to work with a unity build targetted for windows! Actually it is exactly the reason why I've choosen Quest2 as a target device. Gonna try out Airlink too, but something tells me that it won't help.
Probably wont see this but is there anyway to access the bone transforms as individual bones?
Sorry I responded too late but looks like you can get the hand bones poses with this: developers.meta.com/horizon/documentation/unity/unity-isdk-get-bone-position
Thanks for your comment and let me know if you've more questions.
I follow your video and export a APK,but in Quest 2, there is no Bone Text, the Bone prefab has been Instantiated wihout text
I solve the problem. the camera's Culling Mask doesn't include UI.
Is it possible to do something like this without a hand tracking module?
Not sure I follow “Without a hand tracking module” do you mean with controllers? Let me know
Hey, I am a little late to the party, but I ran into a little problem when implementing this on my own. I believe I followed your steps correctly but for me the hand bones displayed are of mixed types (some "hand" bones and some mislabeled "body" bones).
Do you have any idea to what the cause may be?
I got the same problem. did you solved it?
Hey buddy, I guess I did. It says the bones are random 'body' bones or 'hand' bones, even for me some 'full body' bones, they are just hand bones. I think the reason is their numbers via OVRPlugin are duplicated. In my Bone Visualization following the his last part of the video, it shows different boneid but, positions works well.
I get red line when I type in HandInfoFrequency.. plz help
Did you create a project from scratch? what version of Oculus Integration and Unity are you using?
😎👍
Thank you for watching !
I don’t have a plugins folder with the android manifest file what should I do?
You should be able to go to the Toolbar option > Oculus and inside the dropdown menu you will find an option to create an android compatible manifest automatically.
u r handsome do you know that?~
😂