Learn To Create A Hand Pose Player Controller With The Interaction SDK

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  • เผยแพร่เมื่อ 21 ก.ย. 2024
  • Today I walk you through how to add an OVR Player Controller while using the Oculus Interaction SDK, I also show you a Player Controller prefab which contains all the functionality to perform the following actions:
    - Hand grab interactor, hand poke interactor, and hand ray interactor
    - Hand pose index finger forward allows you to move player controller forward with hand tracking.
    - Hand pose thumb finger towards face allows you to move player controller backward with hand tracking.
    - Hand pose thumbs up with palm up allows you to do left rotation.
    - Hand pose thumbs up with palm down allows you to do right rotation.
    - Player controller continuous movement, snap rotation, and continuous rotation works with controllers.
    - Locomotion menu can be turn on and off by using left hand with fingers up and palm facing you.
    📌 Download the Meta Interaction SDK Demos repo from:
    github.com/dil...
    📌 Get started with Meta Interaction SDK Documentation at: developer.ocul...
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ความคิดเห็น • 43

  • @dilmerv
    @dilmerv  2 ปีที่แล้ว +2

    📌 Download the Meta Interaction SDK Demos repo from:
    github.com/dilmerv/MetaInteractionSDKDemos
    📌 Get started with Meta Interaction SDK Documentation at: developer.oculus.com/documentation/unity/unity-isdk-interaction-sdk-overview/

  • @GtaonlineMe
    @GtaonlineMe 2 ปีที่แล้ว

    Awesome Dilmer, great video, I have been struggling with setting this up, and getting locomotion working with gestures is spot on.

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thanks for your feedback and I am glad this was helpful. Also for everyone this system works with hand gestures / poses and also by using the thumbsticks with the Oculus controllers.

  • @pbekskpn
    @pbekskpn 2 ปีที่แล้ว +2

    Hi Dilmer, great implementation, would love to have also a teleport solution with hands

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Yes I am working on it as we speak 🙏 thanks for your suggestion Pieter.

    • @pbekskpn
      @pbekskpn 2 ปีที่แล้ว

      @@dilmerv Hi Dilmer, any progress on this?

  • @Project-NSX
    @Project-NSX 2 ปีที่แล้ว +1

    Great video! Thanks for sharing! I think the main things we're missing from the interaction sdk is explinations on how to set up our own grabbale objects using using hand tracking, and how to set up teleports using hand tracking. I don't suppose you'd be interested in doing videos on these? :)

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thanks Mike, I was told the grabbing features were going to change a lot which is why I have been holding up on those videos, but as soon as the oculus integration updates to a new version I will have those videos ready :)
      Best to you !

    • @Project-NSX
      @Project-NSX 2 ปีที่แล้ว +1

      @@dilmerv That's awesome news thanks Dilmer. I've found that trying to make an OVR controller that supports hand tracking is so different already. That and the grab intractables have about 50 components on each. Its making learning quite difficult so far. Thanks again!

  • @paoloboni628
    @paoloboni628 2 ปีที่แล้ว

    how can you set the left hand to work just with controller and the right without? thank you, great video!

  • @PawanPraveen2014
    @PawanPraveen2014 ปีที่แล้ว

    Hi, Dilmer, I am facing an issue while integrating Oculus hand interaction. I am using Unity 2021.3.11. I am using it along with the VR interaction framework tool kit does it or not. If not how to use Final Ik with oculus hand interaction for full body tracking

  • @albertojicu7897
    @albertojicu7897 2 ปีที่แล้ว

    Hi Dilmer! Thank you so much for all your videos. I'm watching this one, but I cannot find the video where to create these custom hand poses for example for the mug (one that take the mug towards, other one that take it through the handle, etc). How can I custom hand poses for my objects? Note: I'm using the controllers, not the hand tracking.

  • @lyb4ik246
    @lyb4ik246 3 หลายเดือนก่อน

    How to activate hand pose on trigger collider contact? This is real? and how you can make the pose work easier?

  • @emmanouildrivas4961
    @emmanouildrivas4961 2 ปีที่แล้ว

    Hi, all your videos is really valuable for information. I just create a socket interactor with unity xr to store object and I would like to ask you how can I add more objects of the same type and how I can resize it to fit inside that socket interactor instead of just one object because I would like to use it as an inventory, I couldn't find any videos with that information.Thanks.

  • @dhruv9332
    @dhruv9332 2 ปีที่แล้ว

    Thanks, Dilmer. Nice topic video. Awesome

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      You are very welcome, I am glad you liked this topic !
      Thanks for your feedback…

  • @GouravKumar-bt1ow
    @GouravKumar-bt1ow 2 ปีที่แล้ว

    Dilmer ,sometimes the character controller is pushed rapidly such that the hands have movements in any directions. Can you suggest something?

  • @jinissu
    @jinissu 10 หลายเดือนก่อน +1

    Hi. Do you happen to have any plans to recreate the content with the latest Unity version?

    • @dilmerv
      @dilmerv  10 หลายเดือนก่อน

      Thanks for your interest and feedback. To answer your question, yes I have plans to update them but it won’t happen until 2-3 months as I have other content planned.

  • @AlanBalderas
    @AlanBalderas 2 ปีที่แล้ว +1

    Hi, first of all great video!
    For some reason if I move the PlayerControllerSampleRig from the zero position before playing the scene, the hands appear far away (HandSkeletonVisual). Any idea why this is happening?

  • @AndrewDeick
    @AndrewDeick ปีที่แล้ว

    When I've tried to use your OVR Player Controller with Hand Poses script, it rotates, but often not around the Center Eye. It seems like the rotation is further off the farther I get from the center of the Guardian. (That setting is not on though). Any ideas what may be causing this? I have also unchecked "Hmd rotates Y" and "Hmd resets Y"
    Edit: I think my backwards pose was also triggering at the same time
    Edit2: Never mind. This is still an issue even when I remove the "go backwards" pose

  • @afrakes4510
    @afrakes4510 2 ปีที่แล้ว

    fyi, new oculus integration 38 supports playmode passthrough! FINALLY!!!

  • @PawanPraveen2014
    @PawanPraveen2014 2 ปีที่แล้ว +1

    Need of the hour in one of our project. Thank you Delmer for this video. Quick question will it work in Oculus quest previous version?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Thanks 🙏 and yes it should work with the Oculus Quest 1-2 :) let me know how it goes.

    • @PawanPraveen2014
      @PawanPraveen2014 2 ปีที่แล้ว

      Sure will update

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Awesome 👏

    • @PawanPraveen2014
      @PawanPraveen2014 2 ปีที่แล้ว

      @@dilmerv its working ... thank you so much

  • @mqa7001
    @mqa7001 2 ปีที่แล้ว +1

    Hey Dilmer, I am interested about hand gestures tracking/detection to implement with AR. I have found manomotion SDK, but somehow it didn't work well, do you have any suggestion for it?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      I heard about manomotion as well but I haven’t tried it to be honest, I also want to test google media pipes Unity plugin which I believe provides many computer vision features including AR support.
      I will do more research about the subject thanks for your interest and suggestion man.

  • @queenjek
    @queenjek 2 ปีที่แล้ว

    Thanks for this amazing video! With the best lighting and the distance, what would u say the recognition sucess/fail ratio is?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      I think you can get pretty good results, you can also instruct the player where to position their hands through a tutorial to help them get a better experience.

  • @bacad0
    @bacad0 2 ปีที่แล้ว

    I like that debug

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thanks David I use it a lot !

  • @xiaohuiwang3081
    @xiaohuiwang3081 2 ปีที่แล้ว

    Fantastic video. However, the hand pose player controller doesn't work with oculus interaction SDK v41. I look forward to your future development of teleporting with the hand pose player controller!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Thanks I am working on a new video series which will use version 41 of the SDK within the next few weeks.

  • @markmoukarzel7483
    @markmoukarzel7483 2 ปีที่แล้ว

    I had hand tracking work through Oculus link and suddenly it stopped working. I only see the menu buttons now when the palms of my hand face the device(So it is tracking somehow). I tried everything but still doesn't work I am not sure if my device update automatically to a version that is bugged. Any suggestions ? Other than that Great video! Thanks for sharing!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      If the device updated to a newer version try to update the Oculus integration, perhaps there is a newer version. Also check and make sure in Unity that you have hands enabled in the oculus configuration.
      Best let me know thanks

  • @Duplicity3D
    @Duplicity3D 11 หลายเดือนก่อน

    I'm a little late to the party but just downloaded this scene and had 999+ errors :-( anyone had any joy with this?

    • @dilmerv
      @dilmerv  11 หลายเดือนก่อน +1

      Hey not a problem 😉, did you by chance upgraded the project to a different Unity version? If so, I recommend using the version it was created with to test it and then upgrade your Oculus Integration version.

    • @Duplicity3D
      @Duplicity3D 10 หลายเดือนก่อน

      of course I did haha :D will jump on it and have a look. thank you@@dilmerv for response

  • @davyjetson
    @davyjetson 2 ปีที่แล้ว

    🐐👍🏾👍🏾

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Thanks David !