XR Hands: Installation and Setup - How to create a Hand Tracking App using Unity's XRI

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  • Опубликовано: 4 фев 2025

Комментарии • 37

  • @LoveFacts01
    @LoveFacts01 Год назад +8

    Best tutorial out there. Most of them only cover the hand demo scene, but you took it a step further. Well done!

  • @idpjay2525
    @idpjay2525 Год назад +1

    the best XR tutorial til today. Seriously.
    I neeed to see the other videos you are talking about.. so intriguing

  • @Justeen15
    @Justeen15 Год назад +2

    Best tutorial +1. I like the simplification part the most. Always great to know what the absolute essentials and then develop from there.

  • @mlavinb
    @mlavinb Год назад +1

    Great update! thanks for sharing

  • @HansMilling
    @HansMilling Год назад +2

    Started of the Oculus framework in Unity but they recently changed everything so none of the tutorials on RUclips work any more. This is far better, also because it is cross platform, so it is possible to port to other headsets as well. However I have a hard time keeping up as you skip very fast over some steps. I cannot get the hands to show, plane or anything else, like I am positioned somewhere else in the world than the start point.

  • @Fares_Dev883
    @Fares_Dev883 Год назад +2

    hi, still cannot grab items, you skipped that phase of assigning things on input

  • @haroldvicknair1989
    @haroldvicknair1989 8 месяцев назад +2

    I have followed this video to the letter as well as several others. I have never once had the hands even show up when I play the scene. It's very frustrating that I cannot get this to work. I am using a quest 2 and Unity 2022.3.18.
    Any troubleshooting tips?

  • @1979zeesh
    @1979zeesh Год назад +1

    at 7:44, when i search for origin xr hands, i get xr origin (xr rig) and not xr origin hands as u get. my xr hands is version 1.3.0

    • @blackwhalestudio
      @blackwhalestudio  Год назад

      Have you imported the samples in from the package manager?

    • @1979zeesh
      @1979zeesh Год назад

      @@blackwhalestudio yes

  • @bernardusmuller1109
    @bernardusmuller1109 Год назад +2

    Any idea how to change it from pinching to grabbing with your full hand?

    • @blackwhalestudio
      @blackwhalestudio  Год назад

      You should be able to change interactions in your input action map!

    • @LeoninMinecraft
      @LeoninMinecraft 7 месяцев назад +2

      @@blackwhalestudio Can you explain this further? im trying to change it from a pinch a full grab, but I cant find any tutorials online for this.

  • @1979zeesh
    @1979zeesh Год назад

    i was exploring spatial for collaborative setup. if i create a scene with XR hands and import that into spatial..will i be able to interact same way?

  • @timurradman3999
    @timurradman3999 11 месяцев назад

    For some reason, the hands get disable on start

  • @Besttechnology
    @Besttechnology Год назад +3

    complete the serie please

    • @blackwhalestudio
      @blackwhalestudio  Год назад +1

      I will resume the series very soon, please excuse the delay! We both have full-time jobs and sadly didn't have enough time for RUclips in the past weeks :(

    • @Besttechnology
      @Besttechnology Год назад

      @@blackwhalestudio all support ♥️

  • @ErenBR562
    @ErenBR562 11 месяцев назад

    Do the hands only appear when I install the apk on oculus? Because here it doesn't show up when I play through the editor.

    • @blackwhalestudio
      @blackwhalestudio  11 месяцев назад +1

      No, it should work in the editor. Make sure to enable the hand travking subsystem for windows as well

  • @charithf3095
    @charithf3095 Год назад +1

    not visible hand my project pls help

    • @blackwhalestudio
      @blackwhalestudio  Год назад

      make sure to import the hand visualizer from the samples in the unity package manager under the xr hands package!

  • @Cool浩
    @Cool浩 Год назад

    How to use it on pico 4?

  • @ParryOP
    @ParryOP Год назад

    HI, it shows that my hand tracking system doesnt work and i need to chnage some sort of a backend, can you help me with it please?

    • @blackwhalestudio
      @blackwhalestudio  Год назад

      Hi, can you let me know the exact error message please?

  • @helmi1729
    @helmi1729 Год назад

    Is this only working for the meta vr headsets? I’m currently working with the vive focus 3, and everything works apart from grabbing objects, any advices?

    • @blackwhalestudio
      @blackwhalestudio  Год назад +1

      This should work with any device that supports OpenXR and has cameras for hand tracking! Unfortunately I am not too familiar with Vive Focus, though I've had my fair share of problems with its predecessors before. Sorry for not being able to help!

    • @helmi1729
      @helmi1729 Год назад

      @@blackwhalestudio thanks for your answer anyway!

    • @helmi1729
      @helmi1729 Год назад

      @@blackwhalestudio it does support open xr and only when i try to grab something, the handtracking stops for a short time and then comes back. Maybe this is a unity problem and not a device prroblem, thats what i maybe thought...?

  • @barboradarmova1368
    @barboradarmova1368 10 месяцев назад

    Does anyone else have a problem with objects just falling out of hands constantly when using hand tracking compared to controllers? It's so frustrating and there is literally no information out there... It's happening in every project no matter which version of XR toolkit I use...

  • @anxelaperezcosta9227
    @anxelaperezcosta9227 11 месяцев назад

    Does anyone know why I don't have "Samples"?

    • @blackwhalestudio
      @blackwhalestudio  11 месяцев назад

      Make sure you import them separately from the package manager

  • @phandinhlongnhat
    @phandinhlongnhat Год назад +1

    Hello man, I must say that I have a lot of respect for what you have achieved! If I understood correctly, you were able to create something in Unity without using any controllers or headsets. Is that correct? Also, could you explain why an Android device was necessary for this project? Did you use it as a third device for some aspect of the creation process?

    • @blackwhalestudio
      @blackwhalestudio  Год назад

      I used my meta quest 2. you definitely need a headset for this tutorial that supports OpenXR and has handtracking capabilities!

  • @cristatcristat8693
    @cristatcristat8693 10 месяцев назад +1

    Hello, I'm using the Pico 4 and followed your tutorial. When I load the app on the headset, the hands are detected but are unrendered(bright pink) and I can't use the pinch and the ray doesn't work. Although I can press the buttons by moving the hand. Do you know what could be causing the problem?
    Edit: I recently found out that the XR default input action doesn't contain the indexPressed and pinchStrength to work for Pico 4. Therefore, at the moment you can only use this by importing the Pico SDK instead of Pico OpenXR SDK which is outdated. Hope they add it soon. You can follow the rest of the tutorial as it will work. Only the bindings need to be changed and you can't use OpenXR.