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How to get it working with Oculus Quest 2? #1
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From the video I can identify two problems related with hand tracking:
If these are the problems that you are referring to, I can work on detecting noisy tracking and preventing those hops from occuring. There are several ways to deal with noisy hand tracking but they are not included in HPTK yet. |
Oculus Integration has been updated to 20.1. This should fix your problems with controllers for Quest 2 |
FWIW I had some success with a buffer caching high confidence frames over low confidence frames, however my solution was faulted as I cached positions rather than direction velocities causing 'popping' as well. ideally a buffer function should probably be treated like client side prediction is treated in Multiplayer Authoritative movement. But replace "Client" and "Server" as a metaphor for "Hand Dummy" and "Hand Track Input" respectively. |
@shinkaze33 Thank you for your suggestion! HPTK package now includes a new hand physics configuration asset (used in HPTK-Sample) for smoother physics. |
@Manurocker95 HPTK has been updated to v0.3.0. This new version improves Input module by including new configuration assets to define tactics to deal with changes in tracking confidence and tracking loss. HPTK-Sample now supports this new feature and the tracking feels much more solid. |
I will consider this issue as closed due to inactivity |
Edit:
It works, but only if you disable controllers and activate hand-tracking manually. Anyway, some weird behaviours happen...
Look at the video: https://youtu.be/V0zC8vuw1uw
Original:
Running the project doesn't work with OQ2 with controllers nor hand tracking, any clue?
Tested on Unity 2019.4.12 with latest oculus SDK
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