Search Unity

  1. Welcome to the Unity Forums! Please take the time to read our Code of Conduct to familiarize yourself with the forum rules and how to post constructively.
  2. Dismiss Notice

Question Valve Index finger tracking in OpenXR?

Discussion in 'XR Interaction Toolkit and Input' started by olidadda, Mar 22, 2021.

  1. olidadda

    olidadda

    Joined:
    Jul 27, 2019
    Posts:
    34
    I can't for the life of me figure out what I'm supposed to do here. I have a project which is using the Oculus plugin for Oculus headsets and when I switch to OpenXR I can get input from other controllers, however I would like finger tracking working for Index... how do we do this? Do we have to download some plugin like the Oculus one that we can just tick on and off and that won't screw all settings?
    Or does finger tracking work within OpenXR?

    It's not very clear and there seems to be no documentation on this.
     
  2. thep3000

    thep3000

    Unity Technologies

    Joined:
    Aug 9, 2013
    Posts:
    399
    olidadda likes this.
  3. wannabevr_developer

    wannabevr_developer

    Joined:
    Feb 3, 2021
    Posts:
    9
    dont' see this in spec anywhere, not looking for touch buttons, that exist already.
    look for grip buttons, pinky, ring, middle
     
  4. the_real_apoxol

    the_real_apoxol

    Unity Technologies

    Joined:
    Dec 18, 2020
    Posts:
    467
    The OpenXR specification does not provide support for detecting fingers from the index controller. This would need to be something Valve provides through an an extension / Feature.
     
  5. Giantbean

    Giantbean

    Joined:
    Dec 13, 2012
    Posts:
    141
    Is this any different now that unity has this https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/index.html
    Or are we still needing to look at things like
    https://github.com/araghon007/openxrhands
    Or this https://medium.com/@alecpizz/cross-platform-finger-tracking-in-unity-xr-5528d057ce7e
    Or making our own, or bugging Valve who have no incentive in their flat corporate structure to put more work into open XR when they had already done so much for OpenVR only to have it tossed out.
     
  6. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    Thats hand tracking, not finger tracking for knuckle controllers
     
  7. Giantbean

    Giantbean

    Joined:
    Dec 13, 2012
    Posts:
    141
    One part of the three links is hand tracking and the code may still be useful for Index (knuckles) finger tracking.
     
  8. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    736
    @DevDunk @Giantbean Just tested, and to my surprise, the Unity OpenXR Hands package does deliver finger tracking data from Valve Index controller. It also seems to work with Quest 2 on PCVR, even in build.
     
    Giantbean likes this.
  9. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    Woah! That's amazing news!
     
  10. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    736
    Yes, indeed. Let's hope that this is not unwanted behavior and changed back by Meta.
     
    DevDunk likes this.
  11. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    736
    Brief update: The Valve Index finger tracking does NOT seem to work in build, only in Editor, had not tested this before. Not sure why this is the case, did not see errors in the log.
    The Quest hand tracking does work in both Editor and build, though.
     
    DevDunk likes this.
  12. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    Could you make a bug report for it?
     
  13. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    736
    Won't have time to do an example project, so could only do a plain report, which probably cannot be verified by QA ;) But can try.
     
  14. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    Ahh, too big of a project you are working in?
    I sadly don't have any knuckle controllers to make a project with
     
  15. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    736
    yes, way too big, several hundreds of GB. And doing a demo project would probably take like a few hours, as the handtracking needs some extra work to be usable, the package is not very user friendly yet.
     
    DevDunk likes this.
  16. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    736
    Another observation: Quest Handtracking only works with developer account and runtime developer features turned on :(
     
  17. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    Could very well be, they only use it on desktop for dev. You can use in builds on all headsets probably
     
  18. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    736
    I mean in build it only works with dev account / dev features turned on.
     
  19. DevDunk

    DevDunk

    Joined:
    Feb 13, 2020
    Posts:
    4,393
    Yeah, so developers can test it better
     
  20. Qleenie

    Qleenie

    Joined:
    Jan 27, 2019
    Posts:
    736
    yes, but afair this did not work in builds before, so now it works in builds if you have dev account at Oculus
     
    DevDunk likes this.