text
stringlengths 0
1.11k
|
|---|
Under OVR Skeleton, check Update Root Scale, Enable Physics Capsules, and Apply Bone Translations.
|
Right hand prefab
|
Similarly, make sure your settings for the left-hand prefab are the following. (The left-hand option is preselected and for this tutorial you don’t need to enable a physics capsule for the left hand.)
|
Left hand prefab
|
On the Hierarchy tab, select first the left-hand OVRHand prefab, and then on the Inspector tab, make sure OVR Skeleton, OVR Mesh, and OVR Mesh Renderer checkboxes are selected. Do the same for the right-hand OVRHand prefab.
|
Step 4. Set up Cube GameObject
|
Select the Cube GameObject under the Hierarchy tab.
|
Change its scale to [0.02, 0.02, 0.02].
|
Cube scale
|
Click Add Component, search for Rigidbody and select it. This will enable collision detection against the right hand.
|
Disable the Use Gravity checkbox in the Rigidbody component.
|
Click Add Component, search for LineRenderer and select it. This will create the line that will represent the ribbon connecting the cube to the left hand’s index tip.
|
In the Line Renderer component apply the following settings to update the width of the ribbon (anything below 0.03 m to 0.003 m would do - the smaller the better), avoid casting shadows and generating light data, and add a material that already exists in your project.
|
Line Renderer
|
Step 5. Add new script to manage hand tracking
|
Under Project tab, navigate to the Assets folder.
|
Right click, select Create > Folder, name it as Scripts, and open this new folder.
|
Right click, select Create > C# Script, and name it as HandTrackingScript.
|
Drag the new script onto the Cube GameObject, under the Hierarchy tab.
|
Select the Cube GameObject, under the Hierarchy tab.
|
In the Inspector, double click the HandTrackingScript.cs to open it in your IDE of preference.
|
Step 6. Implement HandTrackingScript.cs
|
This script manages the hand interaction.
|
Add variables and objects
|
In your HandTrackingScript class, add the following:
|
public Camera sceneCamera;
|
public OVRHand leftHand;
|
public OVRHand rightHand;
|
public OVRSkeleton skeleton;
|
private Vector3 targetPosition;
|
private Quaternion targetRotation;
|
private float step;
|
private bool isIndexFingerPinching;
|
private LineRenderer line;
|
private Transform p0;
|
private Transform p1;
|
private Transform p2;
|
private Transform handIndexTipTransform;
|
These represent the following:
|
Variables
|
Description
|
sceneCamera
|
The camera that the scene uses
|
leftHand and rightHand
|
The left and right hand prefabs
|
skeleton
|
The skeleton (used for retrieving the bones’ position and rotation data)
|
targetPosition and targetRotation
|
Position and rotation used for animating the cube while attached to the ribbon)
|
step
|
Helps with the animation (Time.deltaTime)
|
line
|
The LineRenderer that represents the ribbon
|
p0, p1, and p2
|
Starting, bend, and end points’ transforms to help draw the ribbon LineRenderer
|
handIndexTipTransform
|
The transform of the left hand index fingertip
|
Set initial cube’s position in front of user at Start()
|
In your Start() function, define the initial cube’s position and assign the LineRenderer component to line.
|
void Start()
|
{
|
transform.position = sceneCamera.transform.position + sceneCamera.transform.forward * 1.0f;
|
line = GetComponent<LineRenderer>();
|
}
|
This initially places the cube GameObject in front of the user at a distance of one meter.
|
Create helper function to place and rotate the cube smoothly
|
This helper function animates the cube’s reposition and reorientation. Create a new pinchCube() function and add the following lines.
|
void pinchCube()
|
{
|
targetPosition = leftHand.transform.position - leftHand.transform.forward * 0.4f;
|
targetRotation = Quaternion.LookRotation(transform.position - leftHand.transform.position);
|
transform.position = Vector3.Lerp(transform.position, targetPosition, step);
|
transform.rotation = Quaternion.Slerp(transform.rotation, targetRotation, step);
|
}
|
This code smoothly places and rotates the cube next to the user’s left hand at a distance of around 0.4 meter. The actual position of the hand is at its wrist. For more information, see Unity’s documentation on Quaternion.LookRotation, Vector3.Lerp, and Quaternion.Slerp.
|
Create helper function to draw the ribbon
|
Subsets and Splits
No community queries yet
The top public SQL queries from the community will appear here once available.