Hand Tracking with Unity XR Interaction Toolkit

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  • Опубликовано: 15 сен 2024

Комментарии • 165

  • @Beno951
    @Beno951 Год назад +14

    Finally! Now XR toolkit actually feels complete.

    • @A_walk_in_the_park
      @A_walk_in_the_park Год назад

      It would be nice if they would enable full body with hand tracking. I don't know if you can do that now, since body only follows controllers.

    • @vinigamedev4158
      @vinigamedev4158 Год назад +1

      Hands don't appear in Windows PC builds.. so.. no

  • @_virtualbeings_
    @_virtualbeings_ Год назад +6

    Fantastic tutorial Sir! Not only did you help me make handtracking work, but by following everything I also got Oculus Airlink to work again. The trick was to switch to OpenXR. Goodbye Oculus plugin, you've become obsolete and we won't miss you.
    (FYI, I used Unity 2022.2.17f (latest version), and it worked identically to the tutorial.)

    • @vroomescape3417
      @vroomescape3417 8 месяцев назад

      We won't miss it, but would be great to know to do hand pose grabing and physic hands with the OpenXR! 🙏

  • @MuddyWolf
    @MuddyWolf Год назад +4

    FINALLY! Thanks for sharing Valem! This is so cool!

  • @flym0
    @flym0 Год назад +3

    You bloody star mate. Working perfectly.

  • @SeanBannister
    @SeanBannister Год назад +3

    For anyone unable to get the hands to display when you place your controllers on the table, make sure that the Oculus app is set as the default OpenXR runtime and not Steam. This caught me up for hours. You can change this by opening the Oculus app going to Settings and changing "OpenXR Runtime".

    • @Kitchwamon
      @Kitchwamon Год назад +1

      Thank You So Much!!! I was going bonkers looking for this

  • @nitsnbolts1
    @nitsnbolts1 Год назад +14

    Great tutorial as always :) would be nice to know how to detect different hand gestures through code

    • @soya8983
      @soya8983 11 месяцев назад

      I also want to know how to do that.

  • @lalaith_music
    @lalaith_music 6 месяцев назад +2

    You are saving my thesis

  • @karolledzinski710
    @karolledzinski710 Год назад +5

    ... We just need full IK body tracking add to this and nothing else is needed so far. 🤘🤘🤘

  • @lordzepticon
    @lordzepticon Год назад +3

    I added the hand tracking stuff to the "XR-Interaction-Toolkit-Examples" project. The materials at the end was already set to standard shader, bit still pink. I had to set them to "Universal Render Pipeline/Lit".

  • @karolledzinski710
    @karolledzinski710 Год назад

    So Gooood update on XR TOOLKIT. Thanks Valem for tutorial 🤘😁 btw nice hairstyle 😁

  • @SingularityXRS
    @SingularityXRS Год назад +3

    I literally have been waiting for this!!!, I really don't like oculus SDK

  • @1Chitus
    @1Chitus Год назад +1

    Great explanation and clear thank you!

  • @A_walk_in_the_park
    @A_walk_in_the_park Год назад +3

    How would you go about setting colliders for these hands? I don't want them to go through objects...

  • @karolledzinski710
    @karolledzinski710 Год назад +1

    Open XR version 1.8 is not compatiabile with XR Hands it shows error "Hand tracking subsystem not found or not running. " This XR Hands still cause a lot of trouble to set up... Planty informations missing in this tutorial like Left Hands Stabilized... XR Input Modality component doesn't work at all... Generaly all prefabs given in XR Interaction toolkit 2.4 are full of bugs. Xr orgin sopouse to be ready to go complete set up but is not ready to go of course is not working.... Ehhh how to create games when basic stuff are mess up.

  • @yorukaze1234
    @yorukaze1234 Год назад +5

    Anyone knows how to solve if error :
    "Could not find active control after binding resolution"
    UnityEngine.InputSystem.InputManager.OnNativeDeviceDiscovered (int,string)
    appears after trying to switch from hand tracking to controller in run time?

  • @GamerCreacher
    @GamerCreacher Год назад

    JUST YESTEDAY I WAS WONDERING IF I COULD MAKE HAND TRACKING

  • @pamford45
    @pamford45 Год назад +3

    Is there any way to detect a grab pose in order to grab and throw objects, like a basketball?

  • @dumbfoxmedia
    @dumbfoxmedia 11 месяцев назад +1

    Any idea if this works for Quest 3? I've followed the general setup from this video and it doesn't appear to be working. I don't have a Quest 2 on hand, so I'm trying to determine if it's the versions of the packages I used or if it's simply not supported.

  • @aureliopuertamartin3631
    @aureliopuertamartin3631 Год назад +4

    Can we detect hand poses with this package? For example grabbing an object with the fist closed instead of just using a pinch gesture?

    • @louisviel2915
      @louisviel2915 Год назад

      Hello,
      Don’t know if you still care or have found a solution to this
      But from what i’ve seen, it oNly recognise pinching wich your fingers by default. You will have to implement yourself a logic to recognise gesture, or go into an asset store plugin

  • @TheLaterPixel
    @TheLaterPixel Год назад +12

    Hey Valem! thanks for the tutorial, it was very informative :)
    I noticed an error occurs when i switch from hand tracking to the controllers where it says "could not find active control after binding resolution" any tips on fixing this error?

    • @yorukaze1234
      @yorukaze1234 Год назад +2

      Seems that this error only appear in Unity Play Editor Mode.
      When I build my game in Android, side loading it into my Oculus Quest 2, and open it in Quest. Everything works fine and I can easily switch between controller and hand.

    • @ashtonpan7618
      @ashtonpan7618 Год назад +2

      Same issue with you, and my editor is paused when poping up this message ... 2021.3.20f1 XRTK2.3.1 XR Hands 1.1.0, OpenXR Plugin 1.7.0, Oculus XR Plugin 3.2.3, XR Plugin Management 4.2.1

    • @Miquel_Angel_PB
      @Miquel_Angel_PB Год назад +2

      I have the same error

    • @vinigamedev4158
      @vinigamedev4158 Год назад

      same here

  • @isabelleus2881
    @isabelleus2881 Год назад +2

    I have issues with the Openxr plugin said to not be selected as plugin provider when I press play, while it was selected in the project settings for both desktop and Android. I tried to make sure I had all three packages (up to date): Input System; XR; XR core utilities (I didn't have this one); and ofc XR Plugin management. You can find this info under the hands package dependencies. It didn't work. Valem, do you maybe know what is going on?

  • @haroldvicknair1989
    @haroldvicknair1989 4 месяца назад +2

    I have tried everything, but I cannot get this to work, I am using the XR hand 1.3 and there is no slot for XR Origin. I have my Oculus app OpenXR Runtime set to MetaQuest. I have tried a new blank project; I have tried the VR Core template. I cannot get this to work no matter what I have tried. Has anyone else got this to work with the newer stuff on a Quest 2?

    • @user-ke8cc9dg1f
      @user-ke8cc9dg1f 4 дня назад

      did you find out what went wrong? i'm facing the same issue

  • @CactusVRstudios
    @CactusVRstudios Год назад

    Love your tutorials!

  • @bradfordfermin4688
    @bradfordfermin4688 Год назад +1

    Thank you so much for the tutorial! Is there any chance of you doing a tutorial on enabling passthrough with this openXR hands setup? I can't seem to get it to work no matter what I try

  • @lucutes2936
    @lucutes2936 5 месяцев назад

    12:01 i love that energy

  • @evFPV
    @evFPV Год назад +9

    Hey Valem! Great tutorial! In my case with the "Complete XR Origin Set Up" from the "XR Interaction Toolkit" doesn´t show my hands, I see the controllers all the time :(
    But when I did the first step, using the hand visualizer script, I could see them. Any idea what is happening?
    Thank you!

    • @philippdaube6047
      @philippdaube6047 10 месяцев назад

      Did you activate the auto switch from Controller to Handtracking in your Quest Settings?

  • @ricardojaviergarnicapena6749
    @ricardojaviergarnicapena6749 Год назад

    Excellent video. Thanks

  • @user-xd9gt6pc6d
    @user-xd9gt6pc6d Год назад +1

    Hi, when I use hand tracking and close my left eye, my hands display the wrong position.
    I found the problem.
    OpenXR: Render Mode: Multipass

  • @pastuh
    @pastuh Год назад +1

    I was in AI world for some time.. time to implement this future :D

  • @Balakademi
    @Balakademi Год назад

    Thank you. Just in time

  • @josteinschefte-jg6mx
    @josteinschefte-jg6mx Год назад +1

    Awesome!

    • @ValemTutorials
      @ValemTutorials  Год назад +2

      Thanks for the donation man it means a lot !!!!😍

  • @flym0
    @flym0 Год назад +1

    @10:24, is there a way of turning off the controllers' mesh and have just the hands?

  • @CustomGPTSolutions
    @CustomGPTSolutions Год назад +5

    Hey Valem I just tried it. I feel I followed every single step you mentioned. I don't have any errors. But when I put my oculus controllers down and wait for a few seconds, I don't see my hands. I have no clue why my hands don't show :(

    • @soya8983
      @soya8983 Год назад +2

      I also have the same problem

    • @TheArmatt
      @TheArmatt Год назад +1

      Check whether automatic switching to hand tracking is on in the settings of the quest itself. I had this problem too.

    • @carlosabiamer
      @carlosabiamer Год назад

      @@TheArmatt this fixed it for me, thanks!

    • @MarkRiverbank
      @MarkRiverbank Год назад +1

      I have the same issue, plus the "could not find active control..." errors. I guess it's a preview package for a reason. I backed it out for now and may try again in a new project. The hand-tracking in Meta's own toolkit worked great, and had a lot more functionality with poses and pose recognition, as well as other Oculus features like voice commands. I like Unity's toolkit, but if you know you're developing for Quest, then Meta's toolkit has some advantages [but unfortunately, crappy documentation].

    • @CustomGPTSolutions
      @CustomGPTSolutions Год назад

      @@TheArmatt thanks for the suggestion. I tried that too. And then the VR scene doesn’t even load for some reason.

  • @tuongngo1749
    @tuongngo1749 Год назад +1

    Can you create some tutorial about hand poser with this stuff? Or we can use the exact logic with your previous video about the custom grab hand pose?

  • @oliverhinox
    @oliverhinox Год назад

    I love
    Valem Tutorials😀😀😀😀

    • @oliverhinox
      @oliverhinox Год назад

      your tutorials are super easy to follow. your chanel is the best way for my vr games to go to the next level. please keep posting videos.😄😄😄

  • @SoundGuy
    @SoundGuy Год назад +1

    Is there a way to have the hand model display on the controllers when holding the controllers?

  • @CasualDrive
    @CasualDrive 24 дня назад

    I see mesh hands but how can we also make use of those mesh hands to act as colliders?

  • @zaidahmed7110
    @zaidahmed7110 24 дня назад

    Nice video! Having a weird bug when I follow along, or even use some of the sample scenes default values. My hands are oddly duplicated and appear different in the left and right eye. Is this normal?

  • @axs203
    @axs203 Год назад

    Thanks Valem!

  • @EvzieBoii
    @EvzieBoii Год назад +3

    Hi Valem, is there any chance you could show how to use these new features along with Passthrough from Oculus integration?

    • @danieldubinko9561
      @danieldubinko9561 Год назад

      Agreeeeed

    • @empressvr
      @empressvr Год назад

      I'm currently attempting to put the two together, let me know if you're interested in being kept up to date on what I find!

  • @AnythingSoupVODS
    @AnythingSoupVODS Год назад +1

    Hello, I am currently running the openxr 1.7.0 and it won't load the OpenXR tab below the XR Manager. I keeps spitting out an error about the Meta Quest Pro Controllers, I've been stuck on it for a while and can't figure out what to do. Any advice would be great! I'm using Unity 2021.3.23 at the moment
    Edit**
    I found that going back to an earlier version fixed my problem, great tutorial btw

  • @Draxi_1
    @Draxi_1 Год назад +1

    OpenXR is finally usable for something. It just lacks controller models.

  • @ERICA-eu5xv
    @ERICA-eu5xv Год назад +1

    Hi, Is there a difference between using the xr toolkit and using the Oculus integrated package?

  • @adityapatel6438
    @adityapatel6438 Год назад

    very cool tutorial bro

  • @Syertim
    @Syertim Год назад +1

    this is awesome! Anyway is someone else experiencing a strong input lag when using the hand tracking? Is it normal?

  • @trainingdesign9786
    @trainingdesign9786 Год назад

    I have thw the following error "Hand Tracking Subsystem not found, can't subscribe to hand tracking status. Enable that feature in the OpenXR project settings and ensure OpenXR is enabled as the plug-in provider." I have the subsystem enabled as it should be and I dont see any hands

  • @1979zeesh
    @1979zeesh 10 месяцев назад

    i can not see Origin property in Hand Visualzier script...i think because of this when i put down my controllers, hands dont appear

  • @Bayonora
    @Bayonora Год назад

    You need a tutorial about the Buttons in the Hand controllers ( B, A, Y, X)

  • @PawelZielinski_
    @PawelZielinski_ 4 месяца назад

    The hand visualizer component is not popping up for me

  • @devinstewart1743
    @devinstewart1743 Год назад

    Is there a way to use Meta passthrough along with this solution? I tried using the new Oculus Integration Package along with this to enable passthrough but it seems to break switching between hands and controllers with the Complete XR Origin Hands Set up prefab. Any suggestions would be great!

  • @unclefeather22
    @unclefeather22 11 месяцев назад

    in case you get an error when importing the xr hands, specifying to import versions 1.1.0 instead of 1.3 of xr hands might fix it

  • @hiimkarl
    @hiimkarl Год назад

    now this is cool

  • @saumya3470
    @saumya3470 Год назад +1

    hi, can you make the next video about making a custom scene like this? also did you have a chance to look at TactGloves by bHaptics?

  • @musikb.s5106
    @musikb.s5106 Год назад

    thank you very much!!!

  • @jundakong4515
    @jundakong4515 Год назад

    Nice tutorial! Thx a lot! One question, how did you test it through Unity Editor PlayMode, was that from QuestLink?

  • @shinzor
    @shinzor Год назад

    How would you make a convincing rollercoaster like in Switchback VR?

  • @user-eo1kn3qn7e
    @user-eo1kn3qn7e Год назад +2

    is there a way to use hand tracking and controller tracking at the same time?

  • @lonelanrete
    @lonelanrete Год назад +1

    can we use teleport locomotion with hand tracking?

  • @Amir-up6zd
    @Amir-up6zd 2 месяца назад

    Any idea to make the hand can push object

  • @halbzwilling
    @halbzwilling Год назад

    Hey Valem! Thanks a ton for your help!
    I have a problem where I my hands don't show up in the Build!
    (I updated an older project and might have some other issues)
    Is it mandatory to setup the android settings or was that just to show how it works on both platforms?

    • @halbzwilling
      @halbzwilling Год назад

      Update: i enabled developer options in the oculus settings and it started working in the build 🙌

    • @ashtonpan7618
      @ashtonpan7618 Год назад

      @@halbzwilling Do you mean work in the .exe file build ? Cound you tell me the version of your Editor ? I am stuck on the handtracking in PC build

  • @wanglinda2212
    @wanglinda2212 9 месяцев назад

    I understand XR Interaction2.3(Complete XR Origin Hands Set Up) physical Hand as XR Hand,same thing, right?

  • @user-ej2cs4nf2g
    @user-ej2cs4nf2g 10 месяцев назад

    I have only headset of Oculus Quest 2. Is it impossible to use handtracking using Only Headset? Should I have to have controllers?

  • @布丁提拉米苏
    @布丁提拉米苏 Год назад

    Cool! But there is some deviation when my right index finger touches my left hand. How can I fix it?

  • @Nika-ss7dv
    @Nika-ss7dv Год назад

    When I press any button on my controllers they both fall out of the world and I cannot get them back unless I restart the game mode. Also the hands are not showing. How can I fix this?

  • @jbjbjb_
    @jbjbjb_ Год назад +1

    Hey Valem Tutorials, thank you so much for all the tutorials!
    I do have a question, though. If I want to drag an object (possibly a very large box or a model), how can I do so?
    I think this is a bit different from grab, or can similar mechanisms be applied to this situation as well?

    • @jbjbjb_
      @jbjbjb_ Год назад

      Grabbing just hold the object on top of my hands 😅

    • @MarkRiverbank
      @MarkRiverbank Год назад

      @@jbjbjb_ XRGrabInteractor should work, just set it to use a dynamic attachment point.

  • @blitzkreig4887
    @blitzkreig4887 Год назад

    So it can read input. Then why exactly do we need headset plugin support ?

  • @iSilver69
    @iSilver69 Год назад

    Can you use Auto Hand with the XR Device Simulator in the XR Interaction Toolkit? I can't get it to work.

  • @pietro8648
    @pietro8648 Год назад +1

    Hi, I'm making a VR project for my university. My first idea was to do something with the controllers but then I saw your videos about hand tracking. Do you think hand tracking is capable of different actions/interactions like a controller? Or is it limited? What would be some good practises to adapt a VR game to a fully hand tracking VR game? Like menus, exiting the game, movement, adapting buttons, recognizing hand gestures/poses?

    • @NanashiNokaze
      @NanashiNokaze Год назад

      it can be very good if you use pose tracking to trigger events. simple gestures can be tracked and used to trigger functions through unity's events/Actions system. it's not as accurate as I'd like but it's enough to move virtual controls when you pinch or close your fist etc.

    • @soya8983
      @soya8983 11 месяцев назад +1

      @@NanashiNokaze How can I achieve that? I want to use hand movements to achieve continuous movement and teleportation.

    • @NanashiNokaze
      @NanashiNokaze 11 месяцев назад

      @@soya8983 basically I used the meta hand tracking package and tracked the bones, and compared the detected positions to an array of stored positions over time. It the bones matched a gesture I had saved, it fired a method that read classes to define what to do.

    • @NanashiNokaze
      @NanashiNokaze 11 месяцев назад

      @@soya8983 if you'd be interested in hiring help I do contract programming work in unity with c#.

  • @Syertim
    @Syertim Год назад +1

    hey Valem, would be cool to see like a "virtual desktop" tutorial with XRI 2.3 where you can interact with your desktop with hands tracking!

  • @RiverExplorerGames
    @RiverExplorerGames Год назад

    They seems to have updated things. When I get to the 10:00 point and hit PLAY, nothing shows up. No controllers, and no hands. And as they have changed some of the names and serialized fields (one seems to be deleted). It could be a I just made the wrong guesses.

    • @flym0
      @flym0 Год назад

      I've been caught too. Which versions of the relevant XR packages do you have in your project?

  • @fgd190722
    @fgd190722 11 месяцев назад

    What do you suggest to have laptops for doing development for VR

  • @erasmobellumat3973
    @erasmobellumat3973 Год назад

    Valem, i need help. How to detect if a finger is closed? I'm working on a game that will uses a virtual guitar hero guitar inside VR!

  • @dkfactotum
    @dkfactotum Год назад

    Finally!!

  • @travist1169
    @travist1169 Год назад

    A good idea for a new video would be to show how to do a full hand grab!

  • @iliyasmarat7610
    @iliyasmarat7610 Год назад

    help me please everything works fine just doesn't work for pc versions

  • @chetnanayak4716
    @chetnanayak4716 5 месяцев назад

    how do you switch from controller to hand

  • @anonymoussloth6687
    @anonymoussloth6687 Год назад +1

    How do I run the unity app in quest when i enter play mode?

    • @ozbae
      @ozbae Год назад

      Same issue

  • @SingularityXRS
    @SingularityXRS Год назад

    LETS GOOOO

  • @connorherrod7723
    @connorherrod7723 Год назад

    My HandVisualizer class wont load, anyone else have this issue? I’m using the same version of unity and have all the current packages and samples. Totally empty project otherwise.

  • @triple3204
    @triple3204 Год назад

    it lets me use my hands but it doesn't track my fingers, any fixes?

  • @najwamohammed3961
    @najwamohammed3961 Год назад

    Dont forget to turn on floor on the xr origin if ur controller doesn't move

  • @vinigamedev4158
    @vinigamedev4158 Год назад

    I couldn't make it work in a Windows .exe Build. Any thoughts?

  • @FlockofSmeagles
    @FlockofSmeagles 11 месяцев назад

    Wait. So we don't need leap motion anymore?

  • @anon3020
    @anon3020 7 месяцев назад

    i am having a issue where i install the interaction toolkit and the complete rig isnt there did they remove it in a newer verison?

    • @ValemVR
      @ValemVR 7 месяцев назад

      The name has changed its something like Hand Interaction Rig or something

    • @anon3020
      @anon3020 7 месяцев назад

      would it still be in xr interaction toolkit because if so I don't see that either@@ValemVR

    • @xialah2882
      @xialah2882 3 месяца назад

      @@anon3020 It is XR Origin Hands (XR Rig) inside Samples > XR Interaction Toolkit > 3.0.3 > Hands Interaction Demo > Prefabs

  • @danieldubinko9561
    @danieldubinko9561 Год назад

    How can i make my hands collide so they dont go through eachother

  • @nrv_maksim5964
    @nrv_maksim5964 Год назад

    Hi Valem, can you tell me something about UltimateXR?))

  • @TheSebi0707
    @TheSebi0707 Год назад

    Are hand poses already usable?

  • @barboradarmova1368
    @barboradarmova1368 Год назад

    Has anyone else the problem of handtracking not working in build, only in editor?

  • @karandhir2411
    @karandhir2411 Год назад

    Does this work for Pico or only oculus?

  • @Haniarifah753
    @Haniarifah753 19 дней назад

    i want to add hand physics in XR Interaction Hands Setup at HandsDemoScene, please make a tutorial🙏🙏🥺🥺

    • @Haniarifah753
      @Haniarifah753 19 дней назад

      hand tracking with physics xr interaction toolkit please

  • @judahhanes
    @judahhanes 11 месяцев назад

    how do u get physics with it?

  • @xicixiaoqi
    @xicixiaoqi Год назад

    Can Pico4 or Pico3 do this things?

  • @vinothm8834
    @vinothm8834 Год назад

    rotation is not working for me

  • @emiliotube01
    @emiliotube01 10 месяцев назад

    such wow

  • @SongLu-q3u
    @SongLu-q3u Год назад

    Can't even enter the VR scene with this error:DllNotFoundException: UnityOpenXRHands assembly: type: member:(null)

    • @script4724
      @script4724 Год назад

      same here :/ if you find a fix let me know please

    • @SongLu-q3u
      @SongLu-q3u Год назад

      @@script4724 with Quest Pro problem solved itself

  • @ebenknot
    @ebenknot Год назад

    👏👏👏👏👏

  • @nife6902
    @nife6902 Год назад

    Can I use it with HTC Vive?

  • @nwy_0186
    @nwy_0186 Год назад

    can this be use in pico 4?

  • @lucutes2936
    @lucutes2936 5 месяцев назад

    1 year passed

  • @raphael3024
    @raphael3024 Год назад +1

    But but but where 2 handed grab ? 😥

    • @ValemTutorials
      @ValemTutorials  Год назад +1

      There is an example of two hand grab in the scene i show at the end but I need to make a tutorial about it too :D

    • @raphael3024
      @raphael3024 Год назад +1

      @@ValemTutorials Yes pls misteur valem