For everyone who had problems with the script i made a video Tutorial with my modifications: kzbin.info/www/bejne/ipuleniFe86kpas
@Hommesdoutant3 жыл бұрын
Instead of waiting for an arbitrary time like in your example, you can wait for the bones to initialize (there are cases that hands might not be initialized in the time you want them to). The OVRSkeleton has a parameter for this called : IsInitialized So instead of `yield return WaitForSeconds()`, in your coroutine you can replace it by : while (!skeleton.IsInitialized){ yield return null; }
@totallynotdevs46913 жыл бұрын
@@Hommesdoutant didn't thought about It! Thanks you so much! I will update the script!
@user-fw2ot8vn5n3 жыл бұрын
@@totallynotdevs4691 hi appreciate your work, thank u. Your code is in C++? is it the code for the hand tracking? is it the same in this video in python ?@
@totallynotdevs46913 жыл бұрын
@@user-fw2ot8vn5nThe code i've done is in C# and yes is used for the hand tracking. And sorry i didn't understand the last part, but if you mean if is in python, is not in python either.
@ValemVR4 жыл бұрын
I spent 30 minutes training to pronounce "Gesture" for this video 😢
@erglwrgl4 жыл бұрын
it's ok.
@KipppJ4 жыл бұрын
Cool
@erglwrgl4 жыл бұрын
Jeremy Ma not cool
@bestbread34464 жыл бұрын
lol
@cladiotto4 жыл бұрын
It's ok man, not easy to pronounce some words with French accent. As long as people understand, it's fine :)
@KentHambrock4 жыл бұрын
Valem, the boss of VR tutorials back at it again!
@tomyaeger86884 жыл бұрын
Thank you so much! This is exactly what I've been waiting for.
@BiGGerMaXs4 жыл бұрын
I wish I had found this sooner. The official documentation is very limited. You helped me a lot! thanks
@Chadderbox4 жыл бұрын
This is insanely useful, especially for someone just getting into VR development, like me.
@lilpocketgallery48044 жыл бұрын
took some fiddling around and reading through the comments to get it working, but it does! Really great, thank you so much! :) :) :)
@lancevannostrand24223 жыл бұрын
Absolutely brilliant! Your enthusiasm powered me through and it was a great template. With a few mods I got it working and detecting the 'live long and prosper' gesture.
@x241403 жыл бұрын
This is sooo fun! Please keep this handtracking theme up!
@yujingtang92754 жыл бұрын
I HAVE TO leave a comment today under your videos!! This is AWESOME AF!! I benefited a lot from you as someone getting started on VR.
@mattthompson96234 жыл бұрын
So glad I found this, I was headed down a dark path for some gestures after I got access to the bones 😂 Very well explained edit: All you have to do for this to init correctly now is instead of filling the list in Start, make a coroutine and wait for skeleton.Bones.Count to be greater than 0. Then set the fingerBones List.
@jessandgary59403 жыл бұрын
How do you do this?
@bricktropes45994 жыл бұрын
Keep up the great content.
@GermanVargas4 жыл бұрын
Great video!! Clever and well explained. Thank you for sharing.
@majidkhalili55604 жыл бұрын
Very smart, I enjoyed your smart idea on gesture detection very much
@SkarRock4 жыл бұрын
This was exactly what I was looking for, Thanks!
@realmarsastro4 жыл бұрын
Not sure if this is a new thing since this video was made, but I found a bug where the OVRSkeleton does not start with its Bones list populated. Instead it populates it the first time it detects hands in-game. The way I fixed this was by writing an IEnumerator function to keep trying until it finds bones, and call that in the start method instead. It looks like this: IEnumerator GetFingerBones() { do { fingerBones = new List(skeleton.Bones); yield return null; } while (fingerBones.Count
@cheatingthesystem214 жыл бұрын
Thank you Thank you Thank you Thank youThank youThank youThank youThank youThank youThank youThank you You are the best!
@realmarsastro4 жыл бұрын
@@cheatingthesystem21 Glad I could help! ^^
@jesco_xr4 жыл бұрын
Hey man, I was looking for this exact error, but this code didnt fix the problem for me... can you explain what the DoWhile loop does, so I can try to debug my implementation ? :)
@jesco_xr4 жыл бұрын
This is my Start Fucntion: StartCoroutine(GetFingerBones()); m_previousGesture = new QuestGesture();
@jesco_xr4 жыл бұрын
Fixed it, also added the "fingerBones.Count > 0" to the update funtion that looks for gestures. Thank you for the idea Mars :D
@tugceakkoc80304 жыл бұрын
This is extremely helpful. THANK YOU SO MUCH!
@meik204 жыл бұрын
Best man! Pronounciation is awesome!
@jin43684 жыл бұрын
that s some epic quality content right there
@Interhaptics4 жыл бұрын
Great work! Those are really good advice
@jadalzubiisuglyandshoulddi43264 жыл бұрын
YES!!! THANK YOU! I NEEDED THIS TUTORIAL
4 жыл бұрын
Great walkthrough! Thanks a lot! :D
@NyctitropistXR Жыл бұрын
When I follow these steps for Quest 3 the fingerDatas list isn't populated even though a new gesture gets created. I see this error in the logs twice and then it just spams the New Gesture Message: NullReferenceException: Object reference not set to an instance of an object. I have the OVRHandPrefab connected to the skeleton. Please help.
@jeroen87054 жыл бұрын
Very nice tutorial!
@aaron48204 жыл бұрын
This is genius, good stuff. Any chance you could show us how to stop the hands from temporarily disappearing if the hands "overlap"? It really ruins the immersion, I can see that this is due to a occlusion being an issue, but I feel like I've seen someone get around that problem in a few hand track demo gifs.
@Christian-dk8ci Жыл бұрын
Has this changed significantly for future versions? I am on 2022.3.6 and I can't get passed the first 2 and a half minutes of this tutorial. Same with the other tutorial(Hand Pose Detection with Oculus Interaction SDK). I followed them both exactly but when I go to press play, my camera is static/locked. Moving my head around doesn't move the camera. And it doesn't seem like hand tracking is working in Link mode. The hands do not show up when I press play(I did turn on the Beta mode in the Oculus PC App and I turned on the Developer Runetime Features and the Passthrough over Oculus Link feature).
@nilotpalbiswas99472 жыл бұрын
In my case, the fingerBones list is going empty. Please help.
@marcopaoloni37674 жыл бұрын
I've done everything the same as showed in the video, but when in Play after pressed Space in the Gestures i don't have saved any finger datas, the size of finger data is always 0, do you have a solution? Edit: I tryed to debug it and the " fingerbones = new List(skeleton.Bones); " set at the Start() return null, so the count is 0, but why?
@TraneFirst4 жыл бұрын
Oculus updated this week and broke everything...
@marcopaoloni37674 жыл бұрын
@@TraneFirst Good, as always Oculus is amazing in breaking things!
@TraneFirst4 жыл бұрын
@@marcopaoloni3767 It also broke Oculus Link for me, had to make some changes to make it work again. Now Im trying to adapt Valem's code to make is work with the new version
@TraneFirst4 жыл бұрын
@@marcopaoloni3767 Found a fix!! Just add fingerBones= new List(skeleton.Bones) in the update() function. It's ugly to do that but its simple and fast to do. After comparing the OVRSkeleton files between versions, I found that at the start, if the programme don't detect your hands, it will create one by default. Probably we get that default hand by using skeleton.Bones in the start() function
@marcopaoloni37674 жыл бұрын
@@TraneFirst Thank you mate!! In the end i put it in Update but in this way void Update() { if (debugMode && Input.GetKeyDown(KeyCode.Space)) { fingerbones = new List(skeleton.Bones); Save(); } } so i will call it only when i press space, and it still work!!
@zaidlacksalastname49053 жыл бұрын
If I ever get a headset, I'd love to make something like this with easter eggs and the companion cube "dropper" as the spawner
@AlexLeggo4 жыл бұрын
Brilliant!
@almudenapalaciosibanez37924 жыл бұрын
Hey! Is there a way to detect real life objects and tracking them with unity? I mean, for example a box. I want to make a little cube with a 3D print in order to touch it with my own hands, and have the same cube in Unity. What I want is to move the real cube and see the virtual cube moving according to the real one. Is there a way to make it by having access to oculus quest cameras?
@kyleplays27184 жыл бұрын
How Would I do this if I can't use Unity live to save a gesture?
@KipppJ4 жыл бұрын
This is amazing
@1_HighDuke3 жыл бұрын
I have followed the tutorial but the hand models aren't being rendered. The tracking works because I can see the Oculus button (right hand) and the options button (left). But no hand models. Any ideas why? Thanks very much.
@MicroblastGames3 жыл бұрын
any luck with that?
@1_HighDuke3 жыл бұрын
@@MicroblastGames no, unfortunately. Do you have the same issue?
@MicroblastGames3 жыл бұрын
@@1_HighDuke yeah, hands do not show up when I export to quest 2 and open in standalone, but it shows up in the editor
@ssiu3 жыл бұрын
I have the same problem. No hands visible. Any idea how to solve it?
@deepakray65093 жыл бұрын
On pressing "space key" in laptop, fingerdata is showing 0. Is there any fix ? I have followed every step of this tutorial, hands are showing in quest but gesture are not saving. Help needed
@jhommes3 жыл бұрын
Yeah i get the same problem :-(
@jhommes3 жыл бұрын
The problem is - as already described in the comments - the missing coroutine, because the hands need a moment until they are initialized. If you don't know how to do this you can also watch the Modified Gesture Detector for Hand Tracking video by TotallyNotDev (above in the comments). He also provides the appropriate script in his KZbin videos.
@deepakray65093 жыл бұрын
@@jhommes hello Jan, thank you for reaching out to me. I'm writing my thesis and really not sure about the programming. I got the correct script, but can you help me out with breaking it down like which lines to add first in order to create gesture string and then for saving it, Please. I'll be very thankful for that. Reach me out, please.
@ChaitanyaShah4 жыл бұрын
Hey! , Love the tutorial. Quite inspiring. I'm trying to implement it, however, I'm unable to use hand tracking using the link. I've followed and have updated all the settings. Not sure what might be wrong. Do I have to switch any setting somewhere??
@TheKatjua4 жыл бұрын
Nice tutorial! I just have one problem, is that as soon I try to add spawn function to it, it will only recognize thumbs up once as soon I start up the application. And now it will not recognize the other gestures I had made even after I deleted the spawn stuff and restarted unity.
@victorjohansson64554 жыл бұрын
Did you solve this? I'm having the same issue where it always the detects the first gesture in the list on startup and none after that...
@buddyir7654 жыл бұрын
yeah. same issue here. I only get the recognition once without doing anything and then it does not recognize anything. I went over the tutorial 3 times and cant find any mistake in my code. please help :D
@TheKatjua4 жыл бұрын
I made it work by putting if (fingerBones.Count == 0){ fingerBones = new List(skeleton.Bones);} in the update method in GestureDecetor. After some time where you open and run the application, it can't find the finger bones since they are first visible after you press run it.
@buddyir7654 жыл бұрын
@@TheKatjua ah nice. Thanks. It kinda works only if i build it to the quest. Or with link only if i turn the component off and on :D. But that should be more elegant
@ntdenley3 жыл бұрын
@@TheKatjua You are a life saver! I had been trying to figure out why it wasnt detecting gestures until you provided this solution! Thanks a million
@frosty17774 жыл бұрын
Very good tutorial! Can u show us how to make your hands solid so it can't go through stuff? Thx!
@kiyandark46373 жыл бұрын
is there another way to save the gesture other than 8:27? my laptop has gtx 950m. and always have a critical error every time I use oculus link so i cant use play mode in unity, I have oculus quest 2. thx
@chello5854 жыл бұрын
I still have to build my game in order to test it :C Ive gone over the installation, the cable everything i can think of but it will not let me just press play and see it in the editor... Could someone maybe give me a step by step on getting it to work.
@aaron48204 жыл бұрын
What's your computer spec?
@sidneydegeus4 жыл бұрын
I've actually got the same problem. Link works fine with controllers. When I use Hand tracking just makes the editor crash... Inside the Link menu I keep getting the "doesn't support hand tracking" message. This is with an entirely clean project and latest updates etc. To add to this, it seems to be an ongoing issue (for some?): forums.oculusvr.com/developer/discussion/86322/v13-editor-crashes-on-play-after-upgrading-oculus-integration
@BrainSlugs834 жыл бұрын
I have the same issue last time I tried -- not the editor crashing -- but just acts like there's no headset connected. (Link is up and running, and I can play games via link, headset is connected, etc.) -- just plain doesn't work in the editor.
@DanielLopez-gg1nf4 жыл бұрын
try entering the link menu, return to the oculus quest lobby (press volume + and volume - at the same time) and enable hand tranking then return to the link lobby. Install the oculus desktop package on unity aswell.
@pillowsfan054 жыл бұрын
@@DanielLopez-gg1nf Yah, followed your steps but still not working in Editor... Not sure why Hand tracking in editor isnt working since it seems like really simple steps in the video.
@doyouknowwithme4 жыл бұрын
Big love and respect to you brother please provide us with a fps game having VR in it
@jacolee51774 жыл бұрын
What if i am using Mac and can not develop with Oculus Link... It seems no way to store the gesture
@petroskontrazis53694 жыл бұрын
Valem great video!!! Very helpful!! Which Oculus integration package are you using? (version?)
@karl09614 жыл бұрын
Hey Valem! I think a bunch of people are having trouble getting Oculus Quest to work with the newest version of Unity. I can't find a single tutorial which shows how do it, because all of them are earlier versions of unity, and it seems like they changed quite a bit of things. I see you actually are using a 2019 version, but could you maybe make a video of how to install for the newest version of unity? And nice video, just what i need for when i get Oculus quest support working for unity :-)
@ValemVR4 жыл бұрын
Hi Karl Emil what is your issue? I did the same setup as in my other tutorials but becareful that when a change is needed I post a pin comment about it :)
@karl09614 жыл бұрын
@@ValemVR The thing is, in your tutorial you go into Project settings -> Player, and then there there is a tab with a lot of options for XR settings. In the newest version of unity, those XR settings aren't in the same place. They are in the Project settings, but the XR settings options in your video are different. I don't know if this is the problem though, but i really can't get it to work. Here is a link to a post i made in the Unity forum specifying my problem; no one answered though. forum.unity.com/threads/cant-setup-my-oculus-quest-with-unity.829572/#post-5491566 Well if you have time it would be awesome if you could check it out either way! :-)
@NgeLuis4 жыл бұрын
Thank you for this brillaint video :) I've been checking your videos for a while, and they help a lot, some times I feel that you can slow down a litle, but we can pause ahahahah .... I notice this: On the OVRCameraRig, you need on "OVR Manager -> Input (Change to COntrollers And Hands, or Only hands). Your Oculus must not be in idle, otherwise Unity will close for no reason. And the last thing: When i start the project on the Oculus, the Thumbs Up goes automatically without me doing anything. The first prefab just drop on the start ... what can a I do to fix it ?
@boonchaan4 жыл бұрын
Hey @Valem Im thinking that this will work for your hand size only . so im adding an OVRHand , to get the HandScale but I dont know if this will only affect the sumDistance < currentMin if or should i use it for all the bones.. Ill give it a try and get back to you.. btw great gend gesture approach!
@MicroblastGames4 жыл бұрын
Hands are not showing up on export, only in editor. Help?
@andronid4 жыл бұрын
hi, me again. your videos are awesome!! i have one more question, do you have a solution to "record" gestures like you do in your video and then somehow safe these records? maybe json?
@Litrax_4 жыл бұрын
You can serialize them via C#s build in serializer. docs.microsoft.com/en-us/dotnet/standard/serialization/system-text-json-how-to
@andreeam42914 жыл бұрын
Hello, this has been a very helpful tutorial as always! I would just like to also apply these gestures to the tracked hand somehow. is there any way to force the tracked hands to have these poses at runtime? I managed to do a bit but while the bones move appropriately it seems the meshes are wrong sometimes. Is there some way to force mesh updating? Any tips for this would help thanks..
@zompacalypsegaming94154 жыл бұрын
Any idea why I get purple hands when I first drag in and try the OVR HandsPrefab?
@facundofarall77163 жыл бұрын
Great video! Is it possible to manually modify the data coming from the OVR Skeleton and OVR Mesh? More specifically, I am developing VR Gloves for Oculus and I want to take advantage of Oculus' hand tracking. However the finger tracking sometimes suffers from occlusion, that's why I want to equip my gloves with flex sensors to better determine the fingers' position. Do you know if I can combine the readings from Oculus' hand tracking and my own sensors?
@fabiuspeak3 жыл бұрын
Great tutorial... as all of your videos! Is it possible to overwrite the XR controller input with a gesture? (For example 'turn right' or 'go straight if a specific gesture is recognized). I have seen some tutorial on teleportation but I was thinking of applying it for continuous locomotion...
@levenzonderleven4 жыл бұрын
For everyone having the issue where skeleton.bones returns 0 here is a fix: Update() { if (!thereAreBones) FindBones if(thereAreBones) // everything to do with bones } FindBones() { if(skeleton.bones.count > 0) { bones = new List(skeleton.bones) thereAreBones = true; } }
@totolook4 жыл бұрын
top comment
@andronid4 жыл бұрын
thank you very much for this tutorial! have you also tracked finger movement? for example, spinning a finger.
@nanaoftheyaw3 жыл бұрын
Hand tracking in editor no longer working and noone has done a video or even mentions it.
@thestonefox4 жыл бұрын
love it
@ValemVR4 жыл бұрын
Thanks man I love you too
@metanoic.vision4 жыл бұрын
Great Videos Valem!!... I got really close to getting it working (despite the changes to the new Oculus Integration Package v.17), However, I'm experiencing a minor problem, after recording my gestures and creating the events, when I go into runtime the first gesture and its event is recognized without actually triggering it, nor even putting my hands in the scene, and soon after that, no other gesture is recognized. Any help would be very appreciated!!... thanks for supporting the VR community :)
@metanoic.vision4 жыл бұрын
EDIT: I built the APK and the script with all the gestures worked fine.
@firasel-jerdy88082 жыл бұрын
Hello, nice tutorial! Is there a way we could get this to work on the VIVE Focus 3? Thanks!
@loonng_fr24582 жыл бұрын
Hi @valem, thank you for this tuto. I can not see the scene moving in Game window when I move the headset. After Build And Run I can see the scene in the headset. So how can I Play the app without rebuild each time I make a change? Merci
@sebdrw95043 жыл бұрын
I can't reproduce what you did simply because the skeleton that I drag like you on the video has 0 bones ... :/ 4:08 (fixed thanks to @TotallyNotDevs) also you said if the controlers are not being used, it will detect your hands automatically, it's not true, you have to enable handtracking in the oculus settings, if not you won't see any hands
@nathaliagomez34312 жыл бұрын
I tried to implement this, but the Finger Datas list doesnt populate. Might this be a problem of the new version?
@keytang50422 жыл бұрын
I had the same problem.
@XboxPlayerPL Жыл бұрын
same here i got error: i got error when adding new gesture: ArgumentNullException: Value cannot be null. Parameter name: input ArgumentNullException: Value cannot be null. Parameter name: input System.Text.RegularExpressions.Regex.Match (System.String input) (at :0) OVRDisplay.get_latency () (at Assets/Oculus/VR/Scripts/OVRDisplay.cs:280) OVRDebugInfo.UpdateLatencyValues () (at Assets/Oculus/VR/Scripts/Util/OVRDebugInfo.cs:393) OVRDebugInfo.UpdateVariable () (at Assets/Oculus/VR/Scripts/Util/OVRDebugInfo.cs:225) OVRDebugInfo.Update () (at Assets/Oculus/VR/Scripts/Util/OVRDebugInfo.cs:133)
@mikashki4 жыл бұрын
Cool video, thanks Valem. Surprisingly simple to create a gesture recognizer this way, but I'm wondering how sensitive this is to the user's hand size, i.e. if an adult developer "records" the gestures like you show here and then a child with a smaller hand uses the app, would the gesture recognizer still work? I would imagine that the hand and bones of the child would be smaller and hence the gesture calculation would end up with a smaller sum, and the child's gesture is not recognized?
@ValemVR4 жыл бұрын
Thats a really good question Mika! To be totally honest, I have not thought about this while making the tutorial. Maybe there is a "global size" value in the hand tracking parameter that you can use to divide the local position data of the finger to always have the same value regarding the hand. It could work but is also a bit tricky. So the easiest way would be to increase the threshold value enough so that it will recognize the gesture on any hand :)
@mikashki4 жыл бұрын
@@ValemVR This would be something to test for in a real app, for sure, to ensure that male and female, adult and child hands and gestures would work. And what about handicapped people that have fingers missing or disfigured fingers?? OMG, hand tracking might not be all that simple after all... I have a game idea that would use hand tracking and gesture recognition and I was afraid I'd have to start training some kind of neural network AI thing to recognize different gestures, but your way of recording and comparing the gestures is so much simpler. :-D Just need to make sure it works for all users.
@ValemVR4 жыл бұрын
@@mikashki Oculus is really doing a good job at trying to be inclusive regarding its technology. For example have a look at this : www.reddit.com/r/disabledgamers/comments/eaui4p/another_handicap_hand_tracking_test_on_the_oculus/
@diegotassi4564 жыл бұрын
I was thinking of recording different hands or even the same hand in slightly different poses for each single gesture. But it will need testing.
@MohanRaj-gu3wh Жыл бұрын
@@ValemVR could you send the code please
@rzzz61844 жыл бұрын
Hey, a cool idea i would love to see is you trying to make a recreation of super hot VR.
@chibiebil3 жыл бұрын
I dont have a OVRHandPrefab. I watched your current video on how to VR in Unity. How do I get the hand tracking + gestures there?
@AdrienTriangles4 жыл бұрын
Is it possible to use hand tracking for pc or mobile game ? Like at 0:01 (in-editor)
@김지수-z2f4e4 жыл бұрын
How are you testing your hands in Unity editor? I'm testing my projects by building APKs in my quest and removing... can you guys give me some advice about this?
@adampark71814 жыл бұрын
Same problem I'm having. Did you find a solution?
@mattthompson96234 жыл бұрын
@@adampark7181 When you are on Windows (for platform) and have XR Plugin configured correctly and whatever loader (in my case Oculus Loader) then you can just click play and if you have link enabled ( for Quest anyways ) it instantly loads into your unity scene and you can see what your headset sees in editor.
@adampark71814 жыл бұрын
@@mattthompson9623 Hey, thanks a lot for your comment :) I got that working. It's a really nice feature
@ivanvillegasrojas2253 жыл бұрын
is it work to both hands?, Nice video!
@Dehapro4 жыл бұрын
Can this idea be used for locomotion? For example left hand thumbs up (engaging locomotion) and right hand index finger pointing towards the direction.
@ibrews4 жыл бұрын
absolutely
@GloryMeat4 жыл бұрын
Please make a video on how to make a game for the Oculus Go!
@flameprincess73134 жыл бұрын
Does not work anymore unfortunately. It does not recognize the gestures, it shows that the first gesture was found, even though no gesture has yet to be made, and after that nothing triggers a gesture
@tinnguyen-du3wn4 жыл бұрын
It works for me. The first gesture being detected may be because the algo doesn't actually return null. If you add more than two gestures it should work.
@hackerspacestudios25612 жыл бұрын
@@tinnguyen-du3wn thanks love. This comment helped.
@candyrobot4 жыл бұрын
Hi, is this project available on your patron as well? My right hand keeps showing up all stretched out and crazy, and the entire project lags and renders at like 5 fps :( Other VR projects run fine so it's definitely my own set up.
@Dweeh4 жыл бұрын
The same thing happened to me. I had only set 2 out of 3 variables to "Hand Right" in the OVRHandPrefab for the right hand. I think I forgot the one "Hand Type" one at the top.
@AxisMundiOnline2 жыл бұрын
The moment I pick my controllers up, my hands disappear no matter what hand tracking mode I am in... is there a way to make hands stay visible when I pick up the controllers? Do I need to enable something?
@tillschonberner49104 жыл бұрын
Thumbs up!
@dominikspieler53084 жыл бұрын
Great Tutorial! Do you have some exp with Photon and Steam vr Player?
@MisterJBAM4 жыл бұрын
Merci pour tes vidéos que je regarde régulièrement . grâce à toi j'ai pu basculer du kit steam (que j'utilisais avant) au kit Oculus beaucoup plus rapidement. Par contre j'ai un gros soucis avec les dernières version du kit oculus sur unity, je n'arrive plus du tout à voir mes mains. Cela fait un moment que je me prend la tête dessus alors que je n'ai aucun soucis avec les anciennes version. Donc la je me suis dit , yeahhh content de voir une nouvelle vidéo de toi basée sur les derniers mise à jour mais la pareil rien à faire , mes mains n'apparaissent pas et je bloque complétement ...
@ValemVR4 жыл бұрын
Est ce quel sont presente dans la scene ? Ils se pourraient quelles soient la mais quelles ne suivent juste pas tes mains et donc reste en position 0 0 0
@MisterJBAM4 жыл бұрын
Valem merci pour la réponse . J’y ai pensé aussi à une mauvaise position mais non ce n’est pas le cas . J’ai testé en mode PC avec le RIFT et en mode Android avec le Quest et c’est pareil . J’ai aussi testé avec et sans les XR plugins . Et avec la dernière LTS d’unity et avec la 2019.3.7 . Cela ne change rien je n’ai pas de main 😢 Alors que je n’avais aucun soucis avec les anciens kit oculus (je pense que la v12 est la dernière version qui fonctionne bien chez moi au dessus j’ai des soucis) . Je m’arrache les cheveux à essayer de comprendre . Si tu as des pistes je suis preneur . Sinon j’ai deux questions qui vont me faire gagner du temps : - utilises tu les XR plugins (ou ceux ci ne sont plus utiles) - édites tu les settings Avatars pour rentrer une id ou cela fonctionne sans . Merci à toi , je continue de chercher
@MisterJBAM4 жыл бұрын
je viens de passer à unity 2019.3.8 et je vois enfin mes mains sous unity (pas testé en apk)...... très étrange , mais en tout cas c'est cool je vais pouvoir m'amuser
@erglwrgl4 жыл бұрын
this is cool
@ValemVR4 жыл бұрын
Thanks mate ❤️
@erglwrgl4 жыл бұрын
@@ValemVR :D
@erglwrgl4 жыл бұрын
@@ValemVR does this work with the newest beta of unity (the 2020 one)
@ValemVR4 жыл бұрын
@@erglwrgl Oculus Integration is not working with the version above 2019.3 at the moment unfortunately :/
@erglwrgl4 жыл бұрын
Valem what about 2018?
@tomyaeger86884 жыл бұрын
Just want to ask, is it possible without the Oculus link?
@D4rk5t33l994 жыл бұрын
Same here. I log the transform position of each bone, then set them as a gesture, but when I build and run my project the transform position of the same gesture changes a lot, so the recognising method won't spawn anything :/
@boonchaan4 жыл бұрын
@@D4rk5t33l99 I have the same issue. My plan is to serialize the gesture as string. save it in a file. then download the file with sidequest. create another scene that opens the file and sets the gestures. only then i would be able to copy and then paste its positions. let me know if you figured out!
@D4rk5t33l994 жыл бұрын
boonchaan hi, i tried this way, but when i import the different gestures position and coordinates, it didn’t recognized them, because every time it tracked a different position, even in the same place and with the same gesture. With this problem i didn’t go further sorry :/ let me know if you’ll get it, i’m sorry, hope the best :)
@jonahblack20002 жыл бұрын
Hey, is there a way to easily Hardcode the Gestures from editor to the C# code (So I could write in what the OnRecognised does)
@jordobrcmcconnell25774 жыл бұрын
Hey guys, when I build and run the game the gesture detection works fine but when I test using play mode I can see my hands but the gesture aren't detected. Anyone know how to fix this?
@riyadhmoon64712 жыл бұрын
Hi, I am new in Unity. I've a question, silly, though. How can I do this detection for Android platform, such as Oculus Quest headset? I've not enough graphics power, so I can not use Oculus Link/air to connect my device and stream like you.
@HarshilsHowTo4 жыл бұрын
This tutorial is amazing ! But how are you running the hand recognition part of the program whilst connected to your computer ? I have to build my project on to my Oculus and then I can use the hand gestures.
@ValemVR4 жыл бұрын
You can plug your oculus quest to your pc with an usb cable and have hand tracking working directly in unity. 😊
@HarshilsHowTo4 жыл бұрын
@@ValemVR Thanks ! Is this via the Oculus Link ?
@ValemVR4 жыл бұрын
Yes exactly! :)
@harican894 жыл бұрын
and iam still here having huge problems setting up a "simple" drawer or placing objects in a specific space which is highlighted and then trigger something. iam a coding moron but i want to create a small mini game to propose to my girlfriend in VR ^^
@babylulu60004 жыл бұрын
Hey valem hello i'm on youtube I saw a very interesting tutorial about Hand Tracking but it is about UE4. Can you give you a Unity version of the tutorial?
@babylulu60004 жыл бұрын
Oculus Quest Hand Tracking Teleportation kzbin.info/www/bejne/nKTbeWCwbdara5o
@digitalpop-ups3dvisualisat434 жыл бұрын
THank you for your videos. How can I see my project without having to build? When I press play I cannot see the way you do by moving my headset. I always have to build first. I am using a MAC
@joshuaskimore4 жыл бұрын
Not sure why but when after putting in OVRCameraRIG. I go to start up the game to test it. All I get is a blank screen with a loading icon. Not sure what the deal is with that.
@starchaser284 жыл бұрын
Can you do a tutorial on using Vulkan with Quest?
@BenjaminK1234 жыл бұрын
i well and truly give up with hand tracking, i setup new project, import oculus sdk, imputer ovr camera rig into the scene, set floor level for tracking type, then add hands and changed options for right right to be right press play and pow no hands great, everything else works fine u just dont see hands i really am not sure what i am doing wrong here its about as simple as it gets with the setup so i give up
@texmurph4 жыл бұрын
The latest firmware update has given me major problems with hand tracking. I'm currently figuring this out myself. The latest Oculus Integration should fix your problem with not seeing your hands, *but* it also introduces other problems that will make this tutorial difficult to implement. But either way, it's not you, it's the firmware update.
@tomcruise13873 жыл бұрын
Mon casque n'est pas détecté dans unity, il est bien en mode développeur sur l'application. Il est bien connecté en USB au pc puisque le casque me demande d'autoriser l'accès. Et déjà ça ne fonctionne pas dès le début :/ dans le casque je vois toujours le hub du menu. D'après oculus programme pc, il dit que je suis pas en 3.0 alors que j'ai des cables usb dernière génération branché sur les USB bleu du pc donc oui c'est bien du 3.0 après c'est juste pas un cable "officiel" oculus qui coute 100 balles mais ça devrait fonctionner. Si pas j'ai airlink qui fonctionne on peut faire tourner airlink sur unity directement ? Si tu as une idée du problème merci d'avance.
@adampark71814 жыл бұрын
Could you tell me how you can just click play button 1 time and see changes updated without having to rebuild every time, please?
@gameplay_factory2 жыл бұрын
When I Connect my Headset via USB I can't run the game from Unity editor I had to go into the oculus menu and select scene preview How do you do it by clicking only play button
@BlackParade012 жыл бұрын
Make sure to enter the Oculus Link mode
@user-dj9iu2et3r Жыл бұрын
So is this for use WITHOUT Quest controllers? What exactly is TRACKING your hands in this case? Does this work with the Quest 2?
@lyvenn Жыл бұрын
Yes, it is for the quest 2. It uses Quest 2 cameras to track your hands, and you do not need controllers
@Christian-dk8ci Жыл бұрын
@@lyvenn How do you do tracking while in Link mode tho with the Quest? I don't touch my controllers, I put on the headset, I click play in Unity on my desktop, but nothing happens. The hands do not show up, and I can't move my head to look around. It just stays static. I am at 2:29 of the video, so I am stuck at the very beginning
@MicroblastGames4 жыл бұрын
Hi, will this work with valve index controllers?
@sanketdongre3694 жыл бұрын
Can this logic be used to detect wrist gestures?
@rioumana83084 жыл бұрын
How do you get your Oculus Quest connected to your pc and how do you get it working in unity. I've been trying to program in unity with the quest but I cant get it connected.
@eugenemigursky96082 жыл бұрын
Can I use this Hands for Hololens hands rendering?
@MattBell4 жыл бұрын
Does this still work? I setup a project this way, and hand tracking works when I build the app and run it directly on the quest, but not in Unity. It pops up a little black box saying Hand Tracking isnt supported with the Oculus Link
@parker55484 жыл бұрын
What version are you using? I just downloaded the Oculus Integration released on April 6th and now I don't even see the OVRHandPrefab
@MattBell4 жыл бұрын
@@parker5548 I am using version 15, the April 6th release, which seems to have the OVRHandPrefab when I look at it
@parker55484 жыл бұрын
@@MattBell I appreciate the reply! That's so bizarre, I've deleted Oculus from the assets folder and re-imported it from the asset store and it still is missing. Do you happen to know if you're running Unity 2019.3.10?
@MattBell4 жыл бұрын
@@parker5548 I have been running 2019.3.9f1. The hand tracking works for me in the build, just not the editor
@pulkit.guglani3 жыл бұрын
Do we need VR Ready PC to run in Oculus while in the editor? Bcz I tried and failed every time
@johnshields_3 жыл бұрын
Yeah you do, you need a very good graphics card to make it work and be reliable
@kaublewobble4 жыл бұрын
Hey. The gestures are being registered, but aren't working in play mode and nothing updates in the log. Code is copied entirely so there isn't a problem with my errors, anyone know a solution to this?
@oliverwestphal67984 жыл бұрын
Hi Valem, Is there a chance to save the Gestures if I can't play my game running on the PC? I can only build and deploy it on the Quest and there I don't have a Space-Key anymore.
@luyeewong14964 жыл бұрын
Same problem. Have you had any solutions yet?
@zachthompson59572 жыл бұрын
Anyone have the issue where it constantly null references the for loop in gesture recognise?