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Option 1: Editor
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Once you have imported that project into your OVRPlugin package, under Inspector, in OVRManager, check the Wide Motion Mode Hand Poses Enabled box.
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Checked WMM hand poses box
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In the Quest Features section of OVRManager, set Body Tracking Support to Required.
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Body tracking set to required
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In Project Settings > Player > Android > Configuration, set the Scripting Backend to “IL2CPP” and the Target Architectures to ARM64.
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Setting scripting backend and target architectures
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Option 2: C# Scripts
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To turn on WMM programmatically, use this function on OVRPlugin:
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void SetWideMotionModeHandPoses(boolean enabled);
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To query if WMM is running, use this function on OVRPlugin:
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bool IsWideMotionModeHandPosesEnabled();
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Test WMM via adb
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You can also evaluate WMM on your app without the API calls in code, through adb commands.
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Before you begin
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In PowerShell, or the terminal, run adb devices to ensure adb is installed and the device is discoverable via adb.
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You should see a response like this.
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```
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List of devices attached
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230YC56D0S002V device_ \
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```
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Steps
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To enable WMM, before starting the app, run these commands:
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adb shell setprop debug.oculus.forceEnablePerformanceFeatures BODY_TRACKING
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adb shell setprop debug.bodyapi.allowhandoverride 1
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adb shell setprop debug.bodyapi.handoverridetype 3
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To toggle WMM fusion logic before starting the app or while you’re in the app:
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Off: adb shell setprop debug.bodyapi.handoverridetype 0
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On:adb shell setprop debug.bodyapi.handoverridetype 3
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Troubleshooting
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How can I confirm WMM is running on my headset?
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In your headset, you should see improved tracking of hands outside of your headset’s field of view.
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Can I evaluate the feature on my headset without changing my code?
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Yes, you can test WMM via adb commands to try the feature without changing your code.Use Capsense
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Unity
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All-In-One VR
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Quest
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The platform for which this article is written (Unity) does not match your preferred platform (Nativa).
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Haz clic aquí para ver la página del índice de la documentación para tu plataforma de preferencia.
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Capsense provides logical hand poses when using controllers. It uses tracked controller data to provide a standard set of hand animations and poses for supported Oculus controllers. For consistency, we provide the Oculus Home hand and controller visuals. Capsense supports two styles of hand poses.
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Natural hand poses: These are designed to look as if the user is not using a controller and is interacting naturally with their hand.
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Controller hand pose: These are designed to be rendered while also rendering the controller. We provide different shapes depending on the controller type. Currently Capsense supports the Quest 2, Quest 3, and Quest Pro controllers.
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Benefits of Capsense
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Benefit from best in class logical hand implementation and future improvements instead of investing in a custom implementation.
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Known limitations
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Due to limitations in the current plugin implementation, in Unity, if hand tracking is enabled and the hand is not on the controller, the hand poses will use the hand tracking data.
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When using Link on PC, pose data for controllers is unavailable when you’re not actively using them (such as when they’re lying on a table).
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In Unity, due to the object hierarchy on the OVRCameraRig Tracking Space, it is non-trivial to provide the hand data and the controller data simultaneously with the legacy anchors. This has required us to create multiple new anchors on the Tracking Space and to add gating logic on the controller and hands prefabs. The gating logic determines if the prefabs should render.
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Compatibility
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Hardware compatibility
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Supported devices: Quest 2, Quest Pro, Quest 3 and all future devices.
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Software compatibility
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Unity LTS 2021 and above
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Integration SDK version 62 and above
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Feature compatibility
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Fully compatible with Wide Motion Mode (WMM).
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Using capsense for hands with body tracking through MSDK will both work simultaneously, but they have a different implementation of converting controller data to hands, so the position and orientation of joints will be slightly different.
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Setup
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To leverage the TrackingSpace on the OVRCameraRig prefab, you need to add some prefabs.
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Open your Unity scene.
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Under Hierarchy, add an OVRControllerPrefab as a child of RightControllerInHandAnchor.
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Add another OVRControllerPrefab as a child of LeftControllerInHandAnchor.
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Add an OVRHandPrefab as a child of RightHandOnControllerAnchor.
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Add another OVRHandPrefab as a child of LeftHandOnControllerAnchor.
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For each of the four prefabs you just added, under Inspector set Show State to Controller In Hand.
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Show State Property set to Controller in Hand
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The Show State Property set to Controller in Hand.
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Sample scene
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Subsets and Splits
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