Unity3d Oculus Quest Hand Tracking Setup With Physics

Today I like to show you the results of my experimentation with Unity Oculus Integration hand tracking and what changes I had to make to ensure physics were more accurate when interacting with hands and rigid bodies.
Make sure to also enable Physic Capsules in the left and right hand prefabs.
Recommended Unity Asset Shown In This Video:
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Пікірлер: 85

  • @comet-tech
    @comet-tech3 жыл бұрын

    This is really helpful! Thank you!

  • @dilmerv

    @dilmerv

    3 жыл бұрын

    You are welcome 🙏

  • @THEMUZICMIND
    @THEMUZICMIND4 жыл бұрын

    Hay man, I learn so much from your channel and really appreciate it! I had a few questions that I cant seem to find the answer to... how would we go about stopping the hands from going through the table similar to the new physics lab app on oculus and half-life Alyx. Also in the physic lab, we are able to grab the elements a lot easier, any chance you may have some feedback on that? I'm currently using the most updated version of Oculus SDK for unity but I'm ready to pull out my hair over here.... thanks in advance man and thanks for everything that you do!

  • @themattempire42
    @themattempire422 жыл бұрын

    I can't seem to get objects to follow the hand anchors in the latest integrations (V31.0)...the Oculus Project Config file (in the root Oculus folder) has the Hand Tracking support option (it's not on the OVRCamera anymore it seems)...but it doesn't seem to 'work' as in the hands, and simple cubes do not move from where they are placed in the scene. If I use the controllers then they move correctly (to the controllers). That said, if I turn my hands up it registers the option to pull up the dashboard for example, so the underlying finger tracking is there. Have you had any luck with latest versions? Any ideas where I could start looking to connect the hand tracking over the controllers?

  • @frederikkrgh7048
    @frederikkrgh70483 жыл бұрын

    Would you happen to have any idea of why the responsiveness of the buttons I'm pressing with the hands is very bad? Sometimes they only trigger like 1/10 times pressing them? The buttons are within a canvas and therefore flat. Would that affect the responsiveness in any way? I really need to optimize the to give the user a better experience.

  • @facundofarall7716
    @facundofarall77162 жыл бұрын

    Is it possible to manually modify the data coming from the OVR Skeleton and OVR Mesh? More specifically, I am developing VR Gloves for Oculus and I want to take advantage of Oculus' hand tracking. However the finger tracking sometimes suffers from occlusion, that's why I want to equip my gloves with flex sensors to better determine the fingers' position. Do you know if I can combine the readings from Oculus' hand tracking and my own sensors?

  • @ChristianBlandford
    @ChristianBlandford3 жыл бұрын

    Hey dude. Great video. When in the build in quest, the hands clip into the camera in their default butterfly-like position when the quest cannot see them. Do you know any way around this?

  • @dilmerv

    @dilmerv

    3 жыл бұрын

    Did you enable Oculus hands by looking editing the scriptable file inside the oculus folder ? Also make sure to have Oculus enabled under the standalone and android platform.

  • @ChristianBlandford

    @ChristianBlandford

    3 жыл бұрын

    @@dilmerv hey can you say the first sentence again?

  • @simons3943
    @simons3943 Жыл бұрын

    does this also work with URP? I've got it to work in a previous project, but on a new project I need to work with URP and the hands just go straight through the spheres without any physic. Please Help! And as always thanks so much for your thorough tutorials!!!

  • @elifozceylan4761
    @elifozceylan47612 жыл бұрын

    Hi! Thanks for the video I tried almost everything but cant grab objects with hand. I checked enable Physic Capsule but dont work

  • @freemind35
    @freemind354 жыл бұрын

    Great Video and idea... Thanks Dilmes. Just a question, my hands disapper when it approaches to my eyes. How i can increase the radius of rendering around my head? Thans

  • @LuukDomhof

    @LuukDomhof

    3 жыл бұрын

    By changing the "near clip field" variable of the camera rendering the scene. The lower the value, the closer objects will render.

  • @avanderbergh
    @avanderbergh4 жыл бұрын

    Great video, thank you! Is there any way of getting hand tracking while using the oculus XR plugin? As far as I understand, the Oculus integration is being replaced by XR plugin. Or are the 2 meant to be used together?

  • @dilmerv

    @dilmerv

    4 жыл бұрын

    Hello Adriaan thanks for your feedback. I don’t think it will be replaced completely however I do see people using more of the XR approach due to the cross platform approach. Currently there isn’t a plug and play way to do it, however there is a way to implement something very similar to the OVR Skeleton but it requires some coding which I was planning on doing soon. I will let everyone know if it works and you can then use my code. Thanks for your great question.

  • @avanderbergh

    @avanderbergh

    4 жыл бұрын

    @@dilmerv so, you think we should use this API to get the bones and just attach it to a hand rig? docs.unity3d.com/ScriptReference/XR.Hand.html

  • @NomansSkywalker

    @NomansSkywalker

    4 жыл бұрын

    @@avanderbergh Hi, Did you find a way to make the hands used with the new XR plugin?

  • @mrfacedropxx
    @mrfacedropxx4 жыл бұрын

    Hey, great video! I just followed your tutorial but I have one issue. I cannot grab objects. Did you attach additional scripts to your hands/objects or something similar? Or should it work out of the box just by attching the hands to the anchors? Thanks!

  • @dilmerv

    @dilmerv

    4 жыл бұрын

    It won’t work out of the box, I had to change the physics settings to make sure physics were evaluated at a faster rate.

  • @nazkassm9894

    @nazkassm9894

    4 жыл бұрын

    Make sure you check Enable Physics Capsule in the hand prefabs !

  • @naten17

    @naten17

    3 жыл бұрын

    @@nazkassm9894 Thank you!

  • @ravikiran647
    @ravikiran6472 жыл бұрын

    How can we grab 2 objects at once with one hand for example i want to grab and throw 2 dice any idea?

  • @ramanabbaspour8311
    @ramanabbaspour83112 жыл бұрын

    For those who cannot run this, make sure the "XR Plugin Management" is installed.

  • @dilmerv

    @dilmerv

    2 жыл бұрын

    Thanks for sharing that info 🙏

  • @timelschner8451
    @timelschner84514 жыл бұрын

    Thanks Dilmer, very good content, as always! Question: Since unity 1x1 is actually 1m x 1m if you need to scale down all the assets elements to fit the dimensions of the hand, won´t this lead to a tiny world? As a result all the calculations like shadow distance / physics etc. needs also to be tweaked to fit. Wont it be better to actually fit the hands to their correct dimension and take a 1 x 1 m ground plane as a real world size reference?

  • @dilmerv

    @dilmerv

    4 жыл бұрын

    This similar to AR everything is realistic to the world where we are dealing with meters, I would recommend sticking with those measurements.

  • @JesseSep.

    @JesseSep.

    4 жыл бұрын

    @@dilmerv How do you mean exactly? You mean your scaling or the scaling tim suggests?

  • @zzionss2922
    @zzionss29224 жыл бұрын

    I want to know what collider did you add on your hand.

  • @ALL_ONE_SUN

    @ALL_ONE_SUN

    3 жыл бұрын

    Sadly seems maybe oculus employees have been messing with things...

  • @chachinoi33
    @chachinoi334 жыл бұрын

    Hi, another great tutorial !!! Do you know if it is possible to use a hand in tracking and a hand in controller

  • @dilmerv

    @dilmerv

    4 жыл бұрын

    Hi Manu not sure what this question means, can you explain your use case? Thanks

  • @chachinoi33

    @chachinoi33

    4 жыл бұрын

    @@dilmerv Sorry my English is bad! I make a game on oculus quest and I would like to use only 1 Touch controllers on the right hand (hung on a gun) and the hand tracking on the left hand to be able to catch objects. The option does not exist on oculus, either we use Touch controllers or hand tracking! I can't find it on the web and nobody answers me on the forums! Do you know if this is possible? Is the option integrated into the quest system or unity? thank you

  • @centauridev

    @centauridev

    4 жыл бұрын

    @@chachinoi33 I don't think so. As you said it's either hands or controllers

  • @ALL_ONE_SUN

    @ALL_ONE_SUN

    3 жыл бұрын

    It's supposed to work, but oculus software tools are sadly not what they could be. Blame outsourcing or "affirmative action"

  • @muhammadtalhaali2541
    @muhammadtalhaali25412 жыл бұрын

    Hi guys anyone know why my built app is not showing in full mode for Oculus quest , I ve created , I don't own quest I own rift it's working good for rift bit for quest idk what could be the issue anyone has built app for Oculus quest?

  • @donaldkeeya
    @donaldkeeya4 жыл бұрын

    Hey Dilmer, other than 0-gravity, what physics parameters did you give the spheres to attain that mars-like floating effect upon collision?

  • @dilmerv

    @dilmerv

    4 жыл бұрын

    This project is available in GitHub ;) github.com/dilmerv

  • @tompainter9091

    @tompainter9091

    8 ай бұрын

    @@dilmerv hey dilmer, I was wondering the same thing, how to get that cool inertia, zero drag, zero gravity effect. I pulled your github project and studied it, seems there is nothing special in the setup I can't test on VR on my laptop (today), so Im just using a cube which I move around in play mode. its seems there is nothing special about the spheres in your scene, its just if you hit one of the spheres into another of them, (like snooker) then it acts with some inertia type effects, but if we just hit a sphere it has no inertia at all, like you just push it instead. I think there is something fundamental about unity physics that I don't understand, there is a difference in physics between an object when touched directly by the user, and if it touched by a non-user controller physics rigidbody?

  • @tompainter7167

    @tompainter7167

    8 ай бұрын

    It’s weird at 1:12 in this video that is what I want to achieve. your hands don’t just push the cubes but they continue with mass/momentum and zero drag after you let go. In all my test scenes I am just pushing things with my hands and when I stop, the thing I am pushing stops too.

  • @Azaberym
    @Azaberym3 жыл бұрын

    I don't get why, when I use the OVRCustomHandPrefabs, the hand stay in their original "shape". It follow the position of the controllers, but the rotation is off and I can't get it to grip or whatever...

  • @LuukDomhof

    @LuukDomhof

    3 жыл бұрын

    Did you enable Hand Tracking on the OVRCameraRig?

  • @batiaBK

    @batiaBK

    3 жыл бұрын

    Check Should Update Bone in OVR Custom Skeleton

  • @jeffreyhao1343
    @jeffreyhao13432 жыл бұрын

    Hi Dilmer, great video. Could I implement this virtual hand in my web ar? Thanks.

  • @dilmerv

    @dilmerv

    2 жыл бұрын

    What are you using for Web AR ? Which tech ?

  • @jeffreyhao1343

    @jeffreyhao1343

    2 жыл бұрын

    @@dilmerv AR.js

  • @jeffreyhao1343

    @jeffreyhao1343

    2 жыл бұрын

    @@dilmerv i really want the similar virtual hands in AR. Cool llllll. Any AR solution can implement it, i will choose to develop by it

  • @nadiaAziz008
    @nadiaAziz0083 жыл бұрын

    Hey Dilmer, my hands in VR get flipped into a mirror image. Nor am I able to interact with any objects. I enabled the physics collider on the hand as well but doesnt work.What can help? I double checked with your git page as well.

  • @dilmerv

    @dilmerv

    3 жыл бұрын

    Does it happen even with my GitHub project? Thanks for your feedback let me know :)

  • @nadiaAziz008

    @nadiaAziz008

    3 жыл бұрын

    @@dilmerv yes with the got too, so I used the ovr handprefab and used ovrplayercontroller instead of the custom ones and it worked with that.

  • @dilmerv

    @dilmerv

    3 жыл бұрын

    Nadia Aziz I remember having an issue with the custom hand prefab and it turned out to be that I didn’t have 0,0,0 for position and rotation, perhaps check the transform options?

  • @nadiaAziz008

    @nadiaAziz008

    3 жыл бұрын

    @@dilmerv Hey Dilmer, I tried that, but still the same. moves like a mirror reflection with no mapping to my hand movements. :(

  • @RideAlexScoot

    @RideAlexScoot

    3 жыл бұрын

    You just have to check the box "Should Update Bone Poses" on "OVRCustomHandPrefab_L" and "OVRCustomHandPrefab_R".

  • @jonahblack2000
    @jonahblack20002 жыл бұрын

    Did you add any components on the hands? as mine are not interacting with anything

  • @dilmerv

    @dilmerv

    2 жыл бұрын

    Jonah I would recommend to you into using the Interaction SDK for now on, it provides a very robust system with interacting with kinematic or non-kinematic type objects. Look at my recent videos.

  • @dilmerv

    @dilmerv

    2 жыл бұрын

    This is the Interaction SDK playlist: kzread.info/head/PLQMQNmwN3FvyE_NEr6A_dPwneirJGNZjP

  • @jonahblack2000

    @jonahblack2000

    2 жыл бұрын

    @@dilmerv I just put a bunch of colliders on the hand and it works now

  • @jonahblack2000

    @jonahblack2000

    2 жыл бұрын

    @@dilmerv I'll use that in the future. But I wanted colliders mainly so I could detect if the hand is in an area or not. As I was unsure how to do that (wanted to use on trigger/on collision).. But now when I woke up I figured out another way. Just get a radius which checks if the player/hand is in it

  • @manishjadhav6685
    @manishjadhav6685 Жыл бұрын

    In OVR 43 version hands are not working even I have enabled my hand tracking on from headset as well as from unity

  • @dilmerv

    @dilmerv

    Жыл бұрын

    What OVR backend are you currently using ?

  • @manishjadhav6685

    @manishjadhav6685

    Жыл бұрын

    @@dilmerv it's 43.0

  • @manishjadhav6685

    @manishjadhav6685

    Жыл бұрын

    Do i compulsory need to grab, my controllers to work with the hands? Or without controllers my hand will automatically get detected? If yes then it's not working

  • @Onion224
    @Onion2243 жыл бұрын

    u can grab it?

  • @dilmerv

    @dilmerv

    3 жыл бұрын

    You can but this is not the best solution just yet, I will make a follow up video for better ways.

  • 2 жыл бұрын

    My brain reciveved something like: *speaks indian* "welcome back to my channel" *back to speaking indian* ... and then I realized that it was all english :D

  • @dilmerv

    @dilmerv

    2 жыл бұрын

    😱🤣🤣 thanks for watching the video and for the funny comment.

  • @vendarisdev693
    @vendarisdev6933 жыл бұрын

    bro crea tutos también en español por favor!

  • @dilmerv

    @dilmerv

    3 жыл бұрын

    Muchas gracias pronto los tendré con subtítulos en español !

  • @jakobrocha5400
    @jakobrocha54003 жыл бұрын

    First of all it dont wo

  • @dilmerv

    @dilmerv

    3 жыл бұрын

    Sorry I didn’t understand your comment, can you provide more details ?

  • @ALL_ONE_SUN

    @ALL_ONE_SUN

    3 жыл бұрын

    @@dilmerv Seems oculus has been messing with the tools...sadly the prefabs with those names don't do physics interaction without some modification in most recent integration package.

  • @ALL_ONE_SUN

    @ALL_ONE_SUN

    3 жыл бұрын

    @@dilmerv Honestly the oculus software tools are FAR below the quality that company COULD be making. A small team of 10 engineers that are HIGHLY SKILLED could make better software than the average farsebook outsourced and "affirmative action" "team" of maybe 1000...DEFINITELY 100. And honestly maybe the oculus employees hate zuck so have made the tools that way intentionally.

  • @fieldspy
    @fieldspy3 жыл бұрын

    you focus so much on pointless shit like the ground, cubes, and materials... you dont even demo it in the end

  • @dilmerv

    @dilmerv

    3 жыл бұрын

    This was an older video and as I make more and more I have been improving them, there are better ways to offer feedback ;)