-
Hi! I hope it's OK that I'm posting this here; it's not really an issue, but this seemed to be the best place for it.
I just tested version 1.2 in Blender 2.79, and got it set up and working very e…
-
I want to make finger tracking gloves with flex sensors and such. Could there be finger tracking support to emulate index or no?
-
Hand-tracking is currently very tightly bound to a particular valve hand model in the openxr library which maps across to a skeleton shape without any easy access to the transforms. Once we can inter…
-
### Describe the project you are working on
Core OpenXR support in Godot
### Describe the problem or limitation you are having in your project
Currently we are limited in our options to blend in sk…
-
I wrote a quick demo to see which pointer events and compatibility mouse events are fired in each mobile browser when long tapping on an ``: https://output.jsbin.com/zeroqih
Below is what I found:
…
-
When mouse tracking is enabled Termux sends scroll-wheel up and down codes when swiping up and down.
While this is cute it prevents implementing any kind of advanced mouse functionality in Termux, …
-
By default, it appears that SteamVR Home uses the three fingered hand models in place of controllers.
We ship a device that supports full finger tracking and uses the skeletal input system in Steam…
-
Any chance this could be implemented? See title. I'm thinking quest 2/3 if it's possible had it based tracking for the controllers, just making it track the wrist should provide a significant uptick i…
-
Part 1 (might be possible to complete this after Part 2 and 3?): #376
Part 2: Finger Tracking API implementation (maybe this can be accomplished solo?).
Part 3: Create Valve Index controller driver…
-
I'm this process of upgrading my current VR project in Unity to OpenXR and I noticed that there is no support for the finger tracking on the Index Controllers. I'm wondering if anyone can provided inf…