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A Unity sample has been provided in the SDK package for using this feature. It is titled ControllerDrivenHandPoses.
On the OVRManager script contained on the OVRCameraRig prefab, there is a new enum selector named Controller Driven Hand Poses Type. It contains three options:
None: This means that hand poses will only ever be populated with data from the tracked cameras, if hand tracking is active.
Conforming To Controller: This means that hands poses generated from controller data will be located around the controller model.
Natural: Poses generated with this option will be positioned in a more natural state as if the user was not holding a controller.
Controller Driven Hand Poses Type
The Controller Driven Hand Poses Type property.
Scripts
There are four new functions to control capsense via the C# scripts provided in the integration.
void SetControllerDrivenHandPoses(bool): To set whether the system can provide hand poses using controller data.
void SetControllerDrivenHandPosesAreNatural(bool): To set the applications request to provide the controller driven hand poses as natural instead of wrapped around the controller.
bool IsControllerDrivenHandPosesEnabled(): To query whether the system can use controller data for hand poses.
bool AreControllerDrivenHandPosesNatural(): To query if the poses supplied from controller data are in a natural form instead of wrapped around a controller.
Prefab changes
OVRControllerHelper and OVRHand both now contain an enum of ShowState. The available options for that are:
Always: The object will not be automatically disabled based on controller and hand state.
Controller in Hand or no Hand: This means this object will be disabled if the controller is not in the user’s hand, or if hand tracking is disabled entirely.
Controller in Hand: This means the object will be disabled if the controller is not currently in a user’s hand.
Controller Not in Hand: This means the object will be disabled if it’s in a user’s hand. This is used for the detached controller situation, for example, sitting on a desk.
No Hand: This will disable the rendering of the object if hand tracking is enabled and there is a hand.
OVRControllerPrefab: OVRControllerHelper
Show State
Show When Hands Are Powered By Natural Controller Poses: This is a checkbox that controls if the controllers can be rendered even if the hand poses are in the natural state. This is used for the detached controller state.
OVRHandPrefab OVRHand
Show State
New anchors for the CapSense feature
LeftControllerInHandAnchor and RightControllerInHandAnchor: These anchors are under their respective LeftHandAnchor and RightHandAnchor parents. These anchors let you render the hand and controller at the same time while the controller is in the user’s hand. To do that, add an OVRControllerPrefab to each anchor, make sure Controller matches the hand, and set Show State to Controller In Hand.
Anchor setup for controllers
LeftHandOnControllerAnchor and RightHandOnControllerAnchor: These anchors are under their respective LeftControllerInHandAnchor and RightControllerInHandAnchor parents. These anchors let you render the hand and controller at the same time while the controller is in the user’s hand. To do that, add an OVRHandPrefab prefab to each anchor, make sure Hand Type matches the hand, and set Show State to Controller In Hand.
Anchor setup for hands
Troubleshooting
How can I confirm Capsense is running on my headset?
In your headset, you should see either hands instead of controllers or hands holding controllers. Also, hand pose data should be provided while the hands are active with the controllers.
Can I evaluate the feature on my headset without changing my code?
No, using Capsense requires some code changes.Use Simultaneous Hands and Controllers (Multimodal)
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Multimodal provides simultaneous tracking of both hands and controllers. It also indicates whether the controller(s) are in hand or not. Multimodal allows users to enjoy the benefits of both worlds: they can use hands for immersion, and controllers for accuracy and haptics. When enabled, Multimodal overrides other transition methods, including auto transitions and double tap.
Benefits of Multimodal
Hand+controller game-play: Use a controller in one hand as a tool or weapon (high accuracy, haptics, wide FoV), while keeping your other hand free to interact with objects or cast spells (high immersion).
Single controller game play: if your experience only requires one controller for most interactions, allow the users to only pick up one controller, and use their other hand for immersion and casual interactions when needed (eg. use a controller as a racket, and use your free hand to pick up the ball and interact with menus).
Use hands and controllers interchangeably for comfort: Use one hand for direct interactions with controls, while the other hand is holding a controller as a “remote control” for low effort indirect interactions.
Instant transition between hands and controllers: With hand tracking active, we can instantly identify when the controllers are no longer in the hand. This minimizes the need for manual transitions, and solves the problems of slow or failed auto transitions.
Find my controllers: With controllers now tracked when using hands, the app can show the user where the controllers are when they want to pick them up. This allows smoother transition back to controllers without having to break immersion by turning on passthrough/ taking off the headset.
Known limitations
The ‘in hand’ signal is based on various imperfect signals including hand and controller pose and controller signals. As a result, the system may indicate controller not in hand in certain scenarios where tracking is lost or wrong, or controllers are held very still for some time. It is recommended to design with that limitation in mind, e.g. avoid dropping objects from hand due to false short transitions from controllers to hands.
When the pause function is called, the application will switch back into the “non-simultaneous” mode that traditional hands+controllers apps run in, where the user can use either hands or controllers at a given time. The tracking system may take a few seconds to recognize and decide on the correct input to enable depending on whether the user is holding controllers when this happens.
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).
Compatibility
Hardware compatibility
Quest 2 with Quest Pro controllers
Quest Pro, Quest 3, and all future devices.
Software compatibility
Unity version 2021 LTS and above
Integration SDK version 62 and above
Feature compatibility
Multimodal is incompatible with Inside-Out Body Tracking (IOBT) and Full Body Synthesis (FBS). You shouldn’t enable them together.
Multimodal cannot be enabled together with Fast Motion Mode (FMM). If both are enabled together, Multimodal will take precedence. As FMM is defined in the manifest, you may enable FMM at the app level, and then turn on multimodal only in specific experiences where FMM is less important.
Multimodal cannot be used with Tracked Keyboards. If a user has a tracked keyboard active, tracked keyboard will take precedence.
Passthrough, Multimodal and Wide Motion Mode (WMM) cannot be enabled together. If they all are turned on together, the system will disable WMM.
Full compatibility with capsense hands.
Full compatibility with haptics.
Setup
Install the Meta XR Core SDK Package V59 or higher..
Follow the instructions in the Hello VR tutorial to get setup with a camera rig and controllers.
Find the OVR Manager script attached to the OVRCameraRig. From here, you will see an option to enable “Concurrent hands and controllers support”.
Enable concurrent hands and controllers
Under Window > Package Manager, find Meta XR Core SDK, then under the Samples tab, click Import. This imports the multimodal sample scene.
Import the sample scene
Add OVRControllerPrefab objects under the new LeftHandAnchorDetached and RightHandAnchorDetached GameObjects. See the Assets/Samples/Meta XR Core SDK/62.0.0/Sample Scenes/SimultaneousHandsAndControllers example scene for a demonstration.
Add OVRControllerPrefab objects
For the new OVRControllerPrefab GameObjects, set their ShowState to be Controller Not In Hand and their Controller to Touch.