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Question Implementing hand tracking using OpenXR

Discussion in 'XR Interaction Toolkit and Input' started by talha-safdar, Oct 29, 2022.

  1. talha-safdar

    talha-safdar

    Joined:
    May 28, 2022
    Posts:
    7
    Hi everyone, I am trying to implement hand tracking in Unity using OpenXR.

    I was able to implement it using OVR, but that is limited to Oculus devices only. Therefore, I would like to know how I can do that with OpenXR.

    My Unity version is 2021.3.5f1
     
    jmcgraw961 likes this.
  2. jmcgraw961

    jmcgraw961

    Joined:
    Jun 7, 2021
    Posts:
    9
    I weep a silent tear for you my friend. I too wish I knew.
     
  3. VRDave_Unity

    VRDave_Unity

    Unity Technologies

    Joined:
    Nov 19, 2021
    Posts:
    254
    Hey @talha-safdar and @jmcgraw961 ,
    We recently released support for hand tracking in OpenXR, although it's a preview package. You should be able to add it to your project by directly editing the manifest and adding this line:
    Code (CSharp):
    1. "com.unity.xr.hands": "1.1.0-pre.2",
    Once you bring it in, there is
    HandVisualizer
    sample package you can bring in as well which you can use in your project or just to see how to get the hand data from the subsystem. Due to the fact that this is a preview package, we are still working on polishing up a few things like the hand models for the visualizer as well as some updates to documentation and additional samples which will be included in the next XRI package coming out soon(v2.3.0-pre.2). The documentation for the hands package can be found here.
     
  4. Cloudwalker_

    Cloudwalker_

    Joined:
    Jan 3, 2014
    Posts:
    134
    Hoping the package can provide 0-1 finger curl values for index controllers like steamvr api provides.

    ;);););)
     
  5. flipwon

    flipwon

    Joined:
    Dec 29, 2016
    Posts:
    179
    Is there any information on what to fully expect and the timeline of this package? I'd love to use your xr package but if basic gestures are over a year out I'll probably stick to oculus.

    Any information would be helpful?