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I’m sure you have already seen this scene… Hands Tracking Implementation n.1 – Basic components
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The Oculus SDK should be selected as the VR SDK to use.īack to the project: inside the Assets\Oculus folder, you should find the VR subfolder that now contains also scripts and prefabs for basic hands tracking interactions (you can check the scene Assets\Oculus\VR\Scenes\HandTest to see a basic integrations of the hands in Unity), and the SampleFramework folder with the famous example with the mini-train and the 3D buttons that you have surely already seen online (you can check the scene Assets\Oculus\SampleFramework\Usage\HandsInteractionTrainScene for a more complicated sample using hands in Unity). Then in the Virtual Reality SDKs section, click on the “+” sign and choose “Oculus”. Check the “Virtual Reality Supported” flag. If some popups ask you to import stuff, update stuff, or restart Unity, you agree with everything.Īt the end of the process, you should have the Oculus plugin inside Unity.įirst thing first, to avoid forgetting this later on and then see a black display every time you build your application: go to File -> Build Settings… select Player Settings…, go down and expand the “XR Settings” tab. Update it if necessary, and then import it into your project. In the search bar, type “Oculus” and choose the “Oculus Integration” package that the asset store will offer you. So go on Unity menu and select Window -> Asset Store (or press Ctrl+9). I’ll tell you a secret: there’s no place where you have to look for the Hands Tracking SDK. These are the settings you have to pay attention to Where to find Oculus Hands Tracking SDK In the Minimum API level select Android 4.4 (API 19).
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Then scroll down to the Identification section and check that the package name is something like (You should have the name of your company in place of Skarred). In the Graphics APIs part, click on Vulkan and then click on the little minus sign below it to remove Vulkan support (this has given me some problem in the build process, so I decided to remove it). Expand the “Other Settings” tab down below. In the Project Settings that will popup, change the “Company Name” to your company (I’ve used “Skarred”), and check that the Product name is “TestQuestHands”. In the same Build Settings popup, hit the “Player Settings…” button in the bottom-left corner. Technically, you can also switch later on, but if we do it immediately, we avoid importing the resources twice. If you’re interested, for this tutorial, I used Unity 2019.2.10f1.Īs soon as Unity loads, let’s switch the environment to Android: File -> Build Settings… and in the window that pops up, click on Android and then on the “Switch Platform” button. Let’s create a new Unity 3D project, and call it TestQuestHands.
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