I'll describe the problem and what I've tried and what I believe is the issue. I posted a thread on reddit not knowing about this forum and got some help but I'm still stuck. And now I've spent a cumulative of 40 hours stuck and pulling out my hair. I put off making a custom VR hand until now figuring it would be a simple thing. Unity’s Eric Provencher suggests you should also manually update to OpenXR 1.6.0 in your app’s manifest, and activate the hand tracking extensions in the OpenXR menu (see the screenshot above).I'm nearing the end of my game's development. Since the package is currently in prerelease, you’ll need to manually add it to your project’s manifest. Note as well – you'll probably need to manually update to OpenXR 1.6.0 in your manifest, and once all is active, be sure to activate necessary extensions in the OpenXR menu. XR Hands already works with Quest and HoloLens, and Unity plans to add support for other OpenXR headsets with hand tracking. That means it works with other standard systems like the XR Interaction Toolkit. The XR Hands package, currently in preview, supports hand tracking via Unity’s standard XR subsystem and OpenXR. But while the Oculus Integration is OpenXR-based, its hand tracking uses a proprietary extension and a non-standard hand joint bone arrangement. That integration also adds a range of other Quest-specific features as well as prefabs and samples. Previously, adding support for controller-free hand tracking on Quest required importing the Oculus Integration. Unity’s new package lets developers add hand tracking without using headset-specific SDKs.
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