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I recommend posting on their forums, we don't manage Oculus' assets here
GetComponent<TrackedPoseDriver>() is how to get the component on an object that has that component. You'll need a 'using...
Components that Unity ships are typically controllable through script through the same levers as what you see in the Inspector. In this case, you...
That's odd, sounds like something's wrong with Project Validation. Thanks for the heads up.
In the HandVisualizer sample of the XR Hands package. There should be automation to make sure it's included if you open Project Validation under...
All we can really do on our end is rely on what the runtime is reporting. You could report your desired behavior as a bug/feature request to...
Is this only a problem over virtual desktop, or does it work properly on an actual device?
Fixed what, exactly?
Your assumptions are correct, upper tolerance means how much is added to the target and lower tolerance means how much is subtracted from the...
Interaction profiles in the OpenXR package register with the XRInputSubsystem as devices, which the XRHandSubsystem sometimes uses to surface a...
Hands are registered correctly with an underlying subsystem, yes, but not the one you're thinking of. Hands go through the XRHandSubsystem and...
Our first version of support for gestures can be found in the XR Hands package at version 1.4.0-pre.1. I suggest reading the related entries in...
This is a question for Meta, I would post on their forums
The XR Hands package does not have a provider for that SDK. I don't know how things are working with hand-tracking at runtime for you with that,...
Playing in-editor uses the build settings for standalone, not the platform you're building for. I think it's likely that the project distributed...
When you have hand-tracking enabled, does everything else (head-tracking, etc.) work, it's just hands that are broken? Or does everything else...
I don't know whether you have it working in builds and just not the editor, so it's worth also asking: do you also have hand-tracking enabled in...
Do you have developer mode enabled for the headset? And the feature(s) enabled you're looking for in the Oculus desktop app?
Playing in-editor uses the build settings for standalone, regardless of what you have marked as the active platform in your build settings. Sounds...
I know this isn't related to your question, but your second if-check (checking whether the hands are equal) can be replaced by checking if...