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Oculus Quest hand tracking directly in Unity Editor for fast iteration.
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Chris Handzlik Chris Handzlik
Chris Handzlik and Chris Handzlik updated package
Latest commit d1833a2 Jan 5, 2020

Hands Tracking (Oculus Quest) directly in Unity Editor

Currently Oculus Link -> Unity integration is not supporting hand tracking. This makes quick iteration for hands related interactions more difficult.

You can use this package to bridge that gap till Link supports that completely. It transmits hand-related data directly to Unity via network and then feeds that into the scripts.

You can see hands in the Scene View and access hand-related data quickly. That should make iterations faster without the need to deploy all changes to Quest.

Quest Hand Tracking in Unity Editor

Setup (without depedency on Oculus SimpleFramework)

  1. Create new scene
  2. Import Oculus Integration package (you can skip importing SimpleFramework)
  3. Remove Main Camera game object
  4. Add OVRCameraRig from Assets\Oculus\VR\Prefabs
    • Make sure Hand Tracking Support is set to Controllers And Hands
  5. Add OVRHandPrefab and rename to LeftHand
    • in OVRSkeleton script set Update Root Pose and Enable Physics Capsules
  6. Add OVRHandPrefab and rename to RightHand
    • in OVRSkeleton script set Update Root Pose and Enable Physics Capsules
    • change Hand Left to Hand Right in OVR Hand, OVR Skeleton amd OVRMesh
  7. Download and import package
  8. Go to /Assets/RemoteHandsTracking/Prefabs and add OVRHandsDataTransmission to the scene

Assign Scene Dependencies

  1. In editor go to OVRHandsDataTransmission\Feeders and assign LeftHand and RightHand to respective OVRHand game objects for all 3 feeders:
  • HandsDataFeeder
  • SkeletonDataFeeder
  • MeshDataFeeder

Code Adjustments

  • you might need to adjust OVRHand.GetHandState method in \Assets\Oculus\VR\Scripts\Util\OVRHand.cs to
private void GetHandState(OVRPlugin.Step step)
     if (OVRPlugin.GetHandState(step, (OVRPlugin.Hand)HandType, ref _handState))
         //in editor don't change _isInitialized - this could cause feeders adding data at invalid moment (depending on call order) - which will result in no hands being visible
         _isInitialized = false;
  • if your hand are 'flickering' you can also adjust OVRMeshRenderer.Update method in \Assets\Oculus\VR\Scripts\Util\OVRMeshRenderer.cs to
private void Update()
    if (_isInitialized)
           bool shouldRender = false;

           if (_dataProvider != null)
            var data = _dataProvider.GetMeshRendererData();
               //shouldRender = data.IsDataValid && data.IsDataHighConfidence;
               shouldRender = true; //always show hands

        if (_skinnedMeshRenderer != null && _skinnedMeshRenderer.enabled != shouldRender)
            _skinnedMeshRenderer.enabled = shouldRender;

Setup (with Oculus SimpleFramework [Train Scene])

  1. Import Oculus Integration package
  2. Run HandsIntegrationTrainScene from /Assets/Oculus/SampleFramework/Usage
  3. Make sure you follow Oculus guidelines to set up, also to enable hands in the scene Hand Tracking Support on OVRCameraRig game object needs to be set to either Hands or Controller and hands.
  4. Download
  5. Go to /Assets/RemoteHandsTracking/Prefabs and add SampleFrameworkHandsDataTransmission to the scene

Assign Scene Dependencies

  1. You'll need to add Hands game object reference to Feeder objects
  • HandsDataFeeder
  • SkeletonDataFeeder
  • MeshDataFeeder

Code Adjustments

  • If hands on screen are flickering go to OculusSampleFramework.Hand.ScaledAlpha in \Assets\Oculus\SampleFramework\Core\CustomHands\Scripts\Hand.cs property and set getter to always return '1f'.
// Calculated Alpha vlaue of the hand according to OVRPlugin.TrackingConfidence
public float ScaledAlpha
           return 1f; //HACK: always visible
        _scaledAlpha = value;

That value is constantly overridden by default scripts. Even though it's set every there's some timing issue somewhere which could cause hands to flicker.

Configuring Network

Data will be sent over your network, best if your PC and Quest are on the same wi-fi network.

  1. In HandsDataSender game object specify IP address that your PC is on
    • you can get that by running ipconfig in console
  2. Make sure your firewall is allowing connections on that IP/port
  3. In HandsDataReceiver specify the same IP and port (you should be able to use loopback IP If you're running into troubles use the same IP as for HandsDataSender)


That's it. Now run the application on Quest and hit play in the editor. Once Quest starts sending your hand data into Unity you'll be able to see them directly in Scene View.

Recording and Replaying

If you're iterating over specific gesture for a while it may be easier to record it and replay, this way you won't need to do it over and over in Quest.

Quest Hand Tracking in Unity Editor - Custom Replay


  1. Play the scene (in editor and in Quest)
    • make sure you can see hand movement on-screen before recording
  2. Go to HandsDataRecorder and fill New Recording Name
    • you can have multiple recordings and they'll be locally persisted under that name
  3. In editor on HandsDataRecorder click StartRecording
  4. Perform gestures as needed
  5. In editor on HandsDataRecorder click StopRecording
    • you'll now have a child under HandsDataRecorder named as defined in New Recording Name, this is locally persisted and can be re-run later without needing to even connect Quest to PC


  1. Run the scene (you don't need to have Ouest running)
  2. In editor go to HandsDataRecorder - it'll have children with your custom recordings
  3. Pick one that you want to replay and click on Play
    • You can also remove it from drive via Delete button
  4. Inspector will focus on HandsDataPlayer and will start playing your pre-recorded gestures

Controlling Replay With recording assigned to HandDataPlayer, you can also choose a specific frame that you'd like to view via ManuallyMoveToFrame

Customising to run in your project

You can easily use the package in your project as long as your using OVRHand prefabs.

If you're using another method to render hands then you'll have to adjust feeder scripts that set hand/mesh/skeleton data. Look at classes in Customisation to see how that's done. Assign new handler to corresponding event on HandsDataReceiver object.

Remember to also change event calls on HandDataRecorder to use your custom feeder objects.

Known issues

  • If your hands are a bit oddly shaped (on screen) make sure your actual hands are not visible to Quest cameras for a second or two when the app starts up. There seems to be some timing/initialization issue with skeleton/mesh if they are visible from very first moments.
  • sometimes when replaying mesh data will not be correctly loaded and hands won't render, when that happens just click Replay
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