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The guest sees consistent pointer motion when the finger is still on the screen, instead of the guest pointer tracking the finger touching the screen on the host.
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Couldnt get eye tracking to work in the Vision pro. I was able to get something working on a keyboard object. If i held my eyes on a key to click as soon as I moved my fingers to click the selection…
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I believe that the hand tracking on pico 4 has a bug or two, or possibly I'm using OpenXR the wrong way
I'm using:
- Godot 4.3 beta 1
- Godot XR tools for Godot 4 (4.3.1) (for the hands and there s…
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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…
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It'd be helpful to have the ability to configure muscle limits for avatars, specifically for fingers because that allows you to change the range of motion for Index finger tracking.
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### 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…
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It should be possible to go forward and back by using a two-finger horizontal swipe gesture.
This is freaking awesome in Safari on Lion. Check it out: http://www.youtube.com/watch?v=KlBmWgvee-M
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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…
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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…
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So I was thinking about the leapmotion support and discussing it with PeterTheThinker, and I thought to myself that motion controllers should only be a neccessity for development and specific interact…