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Hand Tracking on Oculus Quest #559

Open MR-Alex42 opened 4 years ago

MR-Alex42 commented 4 years ago

Now hand tracking is now officially out of beta, so I wanted to log this.

Frooxius commented 4 years ago

Oh yeah, I wanted to have a look at it again myself. Last time I tried the controllers and hand tracking were mutually exclusive, if I understand correctly they can be both used concurrently right now, right?

MR-Alex42 commented 4 years ago

Controllers and hand tracking are still mutually exclusive but the Quest now has a setting that allows Quest to switch between the two modes automatically. So if the Quest does not see controllers it activates hand tracking. As soon as controllers are visible it switches back to controllers.

Frooxius commented 4 years ago

Oh right I see! Yeah I think that could work, I'll have to see how it's from the SDK side. I have integrated the hands a while back, but they would never report to be tracked, so it's most likely some kid of toggle or option to trigger that.

kazu0617 commented 3 years ago

Is there any progress on this matter so far after all? (I did a quick search, and it looks like Oculus Dev has some information on how to enable it, and that you can already get the rig information for the hands. The only information I could find was for Unity...) https://developer.oculus.com/documentation/unity/unity-handtracking/

Frooxius commented 3 years ago

This is currently on the backburner, as we're not focusing too much on Oculus Quest builds. I'll have to poke around the SDK to see how to use it both with controllers. We pretty much only need to add a driver that translates the hand skeleton into Neos' input system, which will then take care of the rest.