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. We have updated the language to the Editor Terms based on feedback from our employees and community. Learn more.
    Dismiss Notice
  3. Join us on November 16th, 2023, between 1 pm and 9 pm CET for Ask the Experts Online on Discord and on Unity Discussions.
    Dismiss Notice

Question XR Hands with Oculus XR Plugin?

Discussion in 'XR Interaction Toolkit and Input' started by ROBYER1, Sep 16, 2023.

  1. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,446
    Very simple question - got an app using Oculus Integration + Oculus XR Plugin as it is a Meta Quest 2 app, how can I make use of the XR hand tracking in XR Interaction Toolkit samples with this project over Oculus Link?

    Nomatter what I try in the editor, the hands won't show up over Oculus Link using Oculus XR Plugin..

    Edit: I was using the OpenXR backend on the OVR Utilities Plugin but switching to LibOVR+VRAPI allowed the hands to at least work in the Oculus Integration Asset samples for hand grabbing.. what a mess!
    The OpenXR backend is known to cause issues with hand tracking it seems.
     
    Last edited: Sep 16, 2023
  2. VRDave_Unity

    VRDave_Unity

    Unity Technologies

    Joined:
    Nov 19, 2021
    Posts:
    255
    We currently only have a XR Hands subsystem provider for the OpenXR plugin itself. We have been working on the Oculus-specific provider for the subsystem, but I don't have any specific release date for that version of the Oculus plugin.

    If you are settled on using the Oculus Integration plugin, you should be able to use their hand visualizer and pose detection logic. I'm not sure if they have that piped through the Input System or not, so interacting with XRI may require some additional code (specifically something that trigger Input Actions for the Input System for things like pinch, aim and grab for example).

    Can I ask what from the Oculus Integration package you are using? We are always trying to understand where we can hit improve and increase our parity with the other packages to make it easier to build cross-platform games.
     
  3. demonixis

    demonixis

    Joined:
    Aug 20, 2013
    Posts:
    185
    Hey,
    Thank you for the status update about that. It could be great to indicate in the documentation that it works only with OpenXR and not at all with OculusXR.
    We spent time integrate XRHands and are now stuck because it doesn't work.
     
    ROBYER1 likes this.
  4. ROBYER1

    ROBYER1

    Joined:
    Oct 9, 2015
    Posts:
    1,446
    I reply to this on behalf of my other developer - We are using Oculus Integration asset and Oculus Plugin for the purpose of using Oculus native features such as Meta Avatars and for now at least the hand tracking in that integration which I can't get the hand tracking from that working in a build anyway.

    The hand tracking from their Oculus Integration only works in Editor over Oculus Link when using legacy LibOVR runtime in Oculus Integration Asset. The hand tracking doesn't work in builds to the Quest 2/Quest Pro using Legacy LibOVR or OpenXR runtime within the Oculus Integration Asset itself so I'm basically unable to get hands working at all in builds right now.
     
  5. jonkelling

    jonkelling

    Joined:
    Dec 18, 2019
    Posts:
    21
    ASW would be one of those features for sure.
     
  6. Timtaotao

    Timtaotao

    Joined:
    Sep 13, 2019
    Posts:
    10
    Hi, I have encountered similar issues recently. Currently, we are using Unity OpenXR plugins, however, Oculus' Applicaiton SpaceWarp seems so tempting. Switching to Oculus means the hand will be broken right now.