Oculus Interaction SDK Is HERE !

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  • @dilmerv
    @dilmerv  2 ปีที่แล้ว +3

    📢 Download the Oculus Integration from: (Affiliate Link)
    👉 assetstore.unity.com/packages/tools/integration/oculus-integration-82022?aid=1101l7LXo
    ‪📌 To get started with the Interaction SDK be sure to check out this document with requirements and download links: ‬
    ‪‬👉 developer.oculus.com/documentation/unity/unity-isdk-interaction-sdk-overview/

    • @ArvoAnimi
      @ArvoAnimi 2 ปีที่แล้ว +3

      Dilmer this link isn't working for me, maybe it's just me.

    • @justinable4116
      @justinable4116 2 ปีที่แล้ว +1

      Link broken here too

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      @@justinable4116 guys sorry about that try it again as I fixed both links.

  • @r1pfake521
    @r1pfake521 2 ปีที่แล้ว +4

    Two quick questions:
    - Does this SDK use/support the new Unity InputSystem? The other components (for example the UI input helper) of the Oculus package still use the old input system which is a bit annoying tbh
    - Does it have any out of the box support for moving or at least teleporting around, I know it's called "interaction" SDK, but the Unity Interaction Toolkit also supports movement, because almost every game needs movement

  • @Betapubgm
    @Betapubgm 2 ปีที่แล้ว

    Hey Michael! Good to have you on! Tell us about you and your channel!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      I am very confused 😅

  • @evenautomation5687
    @evenautomation5687 2 ปีที่แล้ว +2

    Hey Dilmer, Thank you, as always another top notch video! Thanks for all your hard work, I wait anxiously each week for your new videos! Keep up the good work!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thanks a lot I appreciate your support, a lot more coming your way 🙏

  • @SeanBannister
    @SeanBannister 2 ปีที่แล้ว +3

    For anyone planning out long term projects XR Interaction Toolkit has hand tracking on their roadmap so hopefully one day we'll have a cross platform solution.

  • @lwtim3453
    @lwtim3453 2 ปีที่แล้ว +1

    Hello, may I ask where are these scenes of yours? The Unity Oculus SDK I downloaded only has one scene of handtracking with a small train. Looking forward to your reply

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      These scenes are part of v37 of Oculus integration and once you import it you can find them under Oculus > Interaction
      Bast for you and good question !

  • @CityOn360
    @CityOn360 2 ปีที่แล้ว

    Hello. you are the first one I heard about adding tracking and today I decided to come back to write - thanks!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      You are very welcome 🙏 thanks for coming back ☺️

  • @beardordie5308
    @beardordie5308 2 ปีที่แล้ว +1

    The documentation says to use Development Build while testing, but uncheck for final build. Obviously. But what it doesn't say that I can see is what benefits I get from doing a Development Build. I'm sure it's in documentation... somewhere. What does it do, give me stats on screen somehow, save a log or analyze compression, etc?

    • @beardordie5308
      @beardordie5308 2 ปีที่แล้ว

      Research... apparently it would allow me to connect the Unity Profiler for performance analysis

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Normally I enable it when I want to debug my code because it pushes debug symbols which means I can add breakpoints and know exactly what the code is doing when the app runs on the device. Also you can connect the profiler when dev mode is enabled which will help you with testing game performance.
      Hopefully that helps, here is more info:
      docs.unity3d.com/Manual/BuildSettings.html

    • @beardordie5308
      @beardordie5308 2 ปีที่แล้ว

      @@dilmerv ah yes, I love me some breakpoints. So useful in Visual Studio.

  • @marshallshi5569
    @marshallshi5569 2 ปีที่แล้ว

    When you click the button(5'24) I just want to say OMG,man. That's incredible

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      😂

  • @mattymatt2323
    @mattymatt2323 2 ปีที่แล้ว +1

    which cameras on the headset use hand tracking? is it just the bottom 2?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      More likely is all 4 cameras, your hands are not always beneath the bottom cameras since in some instances you could be reaching objects above the top cameras so all the info the 4 cameras can process the better hand tracking accuracy.

  • @bynortheastnorth4053
    @bynortheastnorth4053 2 ปีที่แล้ว +3

    Great video! Glad to see more SDK come out. It'll be interesting to compare it to MRTK. I assume it runs better on Quest, and MRTK is very powerful and have many useful features.

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +5

      Thanks for your comment and yes MRTK is more mature in terms of features but some of the hand interactions available with this are incredible.

    • @bynortheastnorth4053
      @bynortheastnorth4053 2 ปีที่แล้ว

      @@dilmerv Just updated. All the material is pink. Although I can switch them to URP/lit, but it doesn't look as good as Oculus Shader. Any Idea?

    • @joopwestra
      @joopwestra 2 ปีที่แล้ว +1

      @@bynortheastnorth4053 have you checken your quality settings? It may just need a urp setting

    • @Ariel16283
      @Ariel16283 2 ปีที่แล้ว

      @@bynortheastnorth4053 Thats what I was wondering. I ve been trying to get this look for my vr hands in urp but so far couldn't figure it out.

    • @ashraypai5540
      @ashraypai5540 2 ปีที่แล้ว

      I am not able to use this with Unity Play mode, any idea how to solve it?
      When I hit Play, SteamVR opens up.

  • @wizzyschwizzy4025
    @wizzyschwizzy4025 2 ปีที่แล้ว +2

    Hi, will you be making a video about how to use Passthrough API with Oculus Interaction SDK? Would love to see how to apply these features in Passthrough!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Yes I will and that's a great suggestion !

  • @elfo2108
    @elfo2108 2 ปีที่แล้ว +1

    Hi Dilmer! I built the sample scenes of the Oculus Integration to test the interactions on my device but it doesn't recognize my hands....any idea what could be the problem?.......many thanks for all the content!!!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Hi Raul, can you verify that your OculusProjectConfig hand tracking settings are enabled ? This file is under the Oculus folder.
      Thanks for your feedback man !

    • @elfo2108
      @elfo2108 2 ปีที่แล้ว

      @@dilmerv Thanks for answering! I checked the file and it seems enabled "handTrackingSupport: 1"....what confuse me is that I don't see the GUI in the inspector to modify this settings

    • @elfo2108
      @elfo2108 2 ปีที่แล้ว

      Solved! It only appears when you define "Android" as the platform in the build settings.....😆

  • @saroule
    @saroule 2 ปีที่แล้ว +1

    thanks! look good, tryed it, but hands interactions don't work without the controllers on my computer… that's weird

    • @saroule
      @saroule 2 ปีที่แล้ว +1

      got it hand tracking support was OFF

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      I am glad you figured it out :) thanks for your feedback !

  • @THE_ONLY_GOD
    @THE_ONLY_GOD 2 ปีที่แล้ว

    Dilmer: Thanks for posting that video! HOW TO ADD SMOOTH LOCOMOTION to Oculus Integration in Unity? Tried for hours today and it's working, but there is an offset of hand models location from grab location for some unknown reason.

  • @kamillatocha
    @kamillatocha 2 ปีที่แล้ว

    gonna play with it on weekend tnx

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Awesome and have a lot of fun !

  • @DevDunkStudio
    @DevDunkStudio 2 ปีที่แล้ว

    Finally something from oculus Integration I actually might try

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Awesome and I really recommended, let me know your thoughts after you try it out.
      Thanks for your interest.

  • @itayhilel2168
    @itayhilel2168 2 ปีที่แล้ว

    Was hoping this is the Niantic video, bus this was nice as well

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thanks Itay, I am still learning Niantic tools but yes that’s coming very very soon !

  • @marcbaechtold
    @marcbaechtold 2 ปีที่แล้ว +1

    Is this any different from Hurricane VR Physics? If yes how exactly? because theirs is already insanely good with so many features

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Competition is always good ;) and yes this is just a different implementation.

  • @kristen818
    @kristen818 2 ปีที่แล้ว +1

    is the unity netcode server list/lobby vid still comming?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Hey Kristen yes is in my backlog but it keeps getting delayed due to other SDKs like this one coming out, I will have time this week to get started on it.
      Thanks again for your interest !

  • @matiasadrianmahler322
    @matiasadrianmahler322 2 ปีที่แล้ว +1

    Is this available for Unreal Engine?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Good question Matias, I will find out, but so far I haven't been able to find it in the unreal docs for Oculus Integration.

  • @newcooldiscoveries5711
    @newcooldiscoveries5711 2 ปีที่แล้ว

    Thank You! That was really informative.

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Glad it was helpful! Thanks for your feedback !

  • @Project-NSX
    @Project-NSX 2 ปีที่แล้ว

    Is anyone else getting missing script warnings with the Oculus integration package's interaction scenes?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Mike I noticed there were few missing script references on game objects and I notified the Interaction SDK team about it, looks like they will be fixed in the next version of the Oculus Integration.
      For now these warnings shouldn’t be an issue but you definitely want them fixed before you decide to push to production.

  • @kidblaze210
    @kidblaze210 2 ปีที่แล้ว

    So maybe it'd be cool if to add some kind of wrist strap with vibration to give some kind of feedback when clicking anything or pressing anything in VR

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      I love the idea thanks for your suggestion, perhaps a future video ;)

  • @jmarrerohernandez
    @jmarrerohernandez 2 ปีที่แล้ว +1

    Hi Dilmer, as usual a wonderful presentation. But playing around with the basicgrab sample, I find the following problem: When trying to place the OculusInteractionSampleRig on another position in the scene, the hands go banana and scale away from their proper position. I have been a couple of hours investigating but no success. If you find out a solution I would be very grateful. Cheers

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      I reported this as a big and it will be fixed in the next version, for now move the OVRCameraRig instead of the root object and everything will work.

  • @Betruet
    @Betruet 2 ปีที่แล้ว

    So good to see thanks!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      You are welcome thanks a lot for your feedback !

  • @kafar1969
    @kafar1969 2 ปีที่แล้ว

    Hi Dilmer, when I try to touch a object with the hand, in all scenes, the app crash. What is wrong? Thanks

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Interesting, what version of Unity are you using with this project ?

    • @fabiocarucci5704
      @fabiocarucci5704 2 ปีที่แล้ว

      @@dilmerv 2021.2.1f1

  • @jamespogg
    @jamespogg 2 ปีที่แล้ว

    how did you get hand tracking working in unity? when I try to build the basicGrab scene in unity, and try to open up the build in my quest 2, it sais i need controllers to access that app, so it works with controllers but what settings do you need to change in unity for the build to work with hand tracking? @Dilmer ?

    • @jamespogg
      @jamespogg 2 ปีที่แล้ว

      when I try to build the basicGrab scene in unity, and try to open up the build in my quest 2, it sais i need controllers to access that app, so it works with controllers but what settings do you need to change in unity for the build to work with hand tracking? @Dilmer ?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Go into the Oculus folder in Unity and there is a configuration file there, enable hand and controllers, rebuild it, and it should work.

  • @gerardovela1436
    @gerardovela1436 2 ปีที่แล้ว

    as always, good job Dilmer. Saludos

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thank you amigo much appreciated 🙏

  • @Faderrr_
    @Faderrr_ 2 ปีที่แล้ว

    Do you know if you can combine the basicgrab and the basicray functionality into one ovrcamerarig? I’m kind of a noob. :)

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      I would recommend to look at the examples provided by Oculus, you will need the OVRInput component in addition to all the new components part of the v37 updates.

  • @la.boricua800
    @la.boricua800 2 ปีที่แล้ว

    New sub...waoooo that’s exciting,thank you

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Cool and welcome to the community 👏

    • @la.boricua800
      @la.boricua800 2 ปีที่แล้ว

      Thank you

  • @sasa-tr3hc
    @sasa-tr3hc 2 ปีที่แล้ว

    Thank you for your amazing efforts 👍🏼,
    I have question please, I want to add sound when I start moving using the oculus controllers, can I do this and which I need to adjusted exactly.
    Thank you in advance

  • @paulahitz
    @paulahitz 2 ปีที่แล้ว

    hello, how do i do the build?

  • @SilasC
    @SilasC 2 ปีที่แล้ว

    Two weeks ago I was suffering using the grab option and the passthrough -- let me see how go it is now

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Awesome let me know thanks for the info.

  • @mxz2024
    @mxz2024 2 ปีที่แล้ว

    So they improved gestics? 👌Thats a problem since VR handtracking exists - thectracking of hand gestics and grabbing stuff. Detecting colliders appropriately inside the hand without overlapping. If this gets resolved.. Hand tracking will be quite a bit better. Then performance is next and increasingcthe tracking field/view

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      They improved it by a lot ;) try it out.

  • @osmanDemir104
    @osmanDemir104 2 ปีที่แล้ว

    Very nice, thanks Dilmer..

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thanks a lot 🙏

  • @deadman1999
    @deadman1999 2 ปีที่แล้ว +1

    Will you make part 2 video on AR Foundation Google cloud anchors. I really wanted to know how to place multiple objects to a single cloud point. By the way love your videos 🔥

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +2

      Will do I like the idea a lot, thanks for your feedback and time.

  • @guillermoorbeaperez3855
    @guillermoorbeaperez3855 2 ปีที่แล้ว

    Hi!! good video. Do you know if the handtracking runs with physics interaction like real hands? I have seen that you can check the physical capsules component that generate a capsule collider in every bound place, but it doen´s interact with objects with colliders and rigidbodies. They need to be in a same layer or something like that?
    Thanks :D

  • @vitorfigueredo18
    @vitorfigueredo18 2 ปีที่แล้ว

    Hey, Dilmer, where can I get this new Interaction SDK? Is it the same integration pack that was already available on the asset store? I coudn't find it on the description.

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      It should be included in v37 of Oculus SDK, we are trying to get the link up, I will pin the download once it becomes available within the next few minutes.

    • @vitorfigueredo18
      @vitorfigueredo18 2 ปีที่แล้ว

      ​@@dilmerv Thank you so much. Keep up the amazing work. I've commented in one of your Reddit posts that the work you do on XR is unparallel, it helps us, developers. I've watched many of your oculus and Hololens videos and it helped me a lot.

  • @ddushkin
    @ddushkin 2 ปีที่แล้ว

    Didn't help me. Now I just see in a console constant errors about frames dropping

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Make sure to delete the Oculus folder completely and re-import the Oculus integration as I have seen the same behavior if I try to override the folder.

  • @НикитаМордик-к8ф
    @НикитаМордик-к8ф 2 ปีที่แล้ว +1

    Cool video, thanks. And I have a question 🙋‍♂️ Can it work with new Meta Avatars?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +2

      Yes it does and that’s something that will be coming to the channel as well.
      Great question !

    • @НикитаМордик-к8ф
      @НикитаМордик-к8ф 2 ปีที่แล้ว

      @@dilmerv Thanks for answer. And so much wait that video ☺️

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Cool you are very welcome !

    • @StefaChan03
      @StefaChan03 2 ปีที่แล้ว

      @@dilmerv I have this same question. Glad to hear interactions can work with the avatars...haven't been able to find much info about it, though perhaps I'm just not looking in the right places. In any case, I look forward to your video about it!

  • @sorenmuller1974
    @sorenmuller1974 2 ปีที่แล้ว

    Looks great, but why not using XR interaction toolkit ?

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Currently this is an Oculus implementation but there are capabilities to allow hooking it up to other frameworks, I will be covering some of that in the future hands on type videos.
      Thanks for your question !

    • @lharper100
      @lharper100 2 ปีที่แล้ว

      Because XR Interaction Toolkit doesn't give you all the high level interactions this does. The SDK looks to go well beyond what you get out of the box with XRI.

    • @mireazma
      @mireazma 2 ปีที่แล้ว

      Because XR Interaction Toolkit doesn't have hand tracking?

  • @ivideogameboss
    @ivideogameboss 2 ปีที่แล้ว +1

    I want this tech to work with Nreal glasses.

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Me too and I will be covering few ways you can use this with different platforms.
      Thanks

  • @Handkarft
    @Handkarft 2 ปีที่แล้ว +1

    Thanks

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thank you !

  • @niyjahjanica9170
    @niyjahjanica9170 2 ปีที่แล้ว

    Hey I have a question about TH-cam

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Sure feel free to ask :)

  • @PuppetDev
    @PuppetDev 2 ปีที่แล้ว

    Now I want to buy an oculus to play around with. The UI stuff looks MUCH more intuitive than regular controllers. If only it wasn't facebook, I still don't even have an account on there.

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      This is honestly amazing, the UI works so well and the constraints that are applied to your hand when pushing buttons is really intuitive, it feels like if you were pushing a button in real life.
      Thanks for your interest and comment !

    • @Alexalder_
      @Alexalder_ 2 ปีที่แล้ว +1

      They are switching away from the facebook accounts very soon iirc

  • @carlosjlatorrerojas5413
    @carlosjlatorrerojas5413 2 ปีที่แล้ว

    Thanks! Great tool! Hope you can do a tutorual with quest 2 and Vuforia or Visionlib. Regards.

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Thanks for your feedback !

  • @danreid70
    @danreid70 2 ปีที่แล้ว

    Fantastic!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thanks Dan I am glad you liked it man !

  • @ChesheerTheZver
    @ChesheerTheZver 2 ปีที่แล้ว

    Finally!!!

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      🔥

  • @תשפג
    @תשפג 2 ปีที่แล้ว +1

    We need suit for the sensation sensor combine it the Japanese screen that can be taste the flavor of the food 👍

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Hehe thanks for your feedback

  • @HexOverride
    @HexOverride 2 ปีที่แล้ว +1

    Hello

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว +1

      Hello and welcome 🙏

  • @Epic_GamerGirlYT
    @Epic_GamerGirlYT 2 ปีที่แล้ว

    Thank you for sharing your story on TH-cam tracker can I have a shout out please for my youtube channel

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      You are very welcome ! Honestly our communities are so different that a shout-out won’t do much, but I wish you the best in your own journey.

  • @talitafernandes32
    @talitafernandes32 2 ปีที่แล้ว

    🥰🥰

    • @dilmerv
      @dilmerv  2 ปีที่แล้ว

      Thank you !