Hey @Pico team. Thanks for the tutorial. Is there a way to disable the native interactions with hand tracking (eg recentering, exiting app, etc)? I would like to have hand tracking within the app but avoid unwanted interations at an OS level. Many thanks!
There a few ways to handle this: Unity XRI way would be using XR Grabble on the object with a Direct Interactor as a child of your hand/controller. You can also use Triggers and Colliders in the hand or at the finger tips of the hands- Something like PXR_Hand.Pinch == true && Finger colliders OnTrigger enter with Object you want to grab, move Object to your hand. Your interests have been noted. I'll add it to my list of tutorials. Follow us on Twitter for all of our video tutorial updates.
Thank you! Do you have a tutorial for hand tracking with the OpenXR integration? I've been working to integrate it with Quest support and hand tracking on both platforms, and it has been a huge pain to configure correctly and find the documentation for. A tutorial for this would be much appreciated!
Is there some way to test hand tracking in unity without needing to build every time to an APK to install on the headset? I know its possible with the Quest headsets however I cannot get it to work with the Pico 3 Pro.
PICO offers the Pico Development Center (PDC) application for your (Windows only) PC and Live Preview SDK for unity. Their docs claim that hand tracking is supported this way, but I have yet to prove it by getting it to work.
Yeah why there is another hand prefab for pico just align to the other one. If we want to support multiple platforms like (pico, meta, apple) we need a solution that works on each. So i hope for that open xr solution : 1 hand tracking for all and done.
There a few ways to handle this: Unity XRI way would be using XR Grabble on the object with a Direct Interactor as a child of your hand/controller. You can also use Triggers and Colliders in the hand or at the finger tips of the hands- Something like PXR_Hand.Pinch == true && Finger or Hand colliders OnTrigger enter with Object you want to grab, move Object to your hand. Pinch is true when the index and thumb are close enough. Your interests have been noted. I'll add it to my list of tutorials to come soon! Follow us on Twitter for all of our video tutorial updates.
After following your tutorial of the local SDK integration and getting the Hands from the Packages Folder, the references to the single joints in PXR_Hand Script are empty. Is there a way to fix this?
Hii I followed the tutorial, when I switch off both of my controller it shows "hand tracking is on" but the hand tracking is not working. How to fix it?
Hey @Pico team. Thanks for the tutorial. Is there a way to disable the native interactions with hand tracking (eg recentering, exiting app, etc)? I would like to have hand tracking within the app but avoid unwanted interations at an OS level. Many thanks!
great tutorial, could you make the same one for Unreal Engine?
Thank you for the video, how can we grab objects with hand tracking do we use the poke interactor ?
how to grab objects?
@@楊阳-q3b yes using hand tracking not controllers
There a few ways to handle this:
Unity XRI way would be using XR Grabble on the object with a Direct Interactor as a child of your hand/controller.
You can also use Triggers and Colliders in the hand or at the finger tips of the hands-
Something like PXR_Hand.Pinch == true && Finger colliders OnTrigger enter with Object you want to grab, move Object to your hand.
Your interests have been noted. I'll add it to my list of tutorials. Follow us on Twitter for all of our video tutorial updates.
@@PICOXR_Developer can pico4 use mrtk3?
Thank you!
Do you have a tutorial for hand tracking with the OpenXR integration?
I've been working to integrate it with Quest support and hand tracking on both platforms, and it has been a huge pain to configure correctly and find the documentation for.
A tutorial for this would be much appreciated!
We are waiting for the official unity openxr plugin of pico (expected in a few weeks) before we upload a video tutorial on that
Is there some way to test hand tracking in unity without needing to build every time to an APK to install on the headset? I know its possible with the Quest headsets however I cannot get it to work with the Pico 3 Pro.
PICO offers the Pico Development Center (PDC) application for your (Windows only) PC and Live Preview SDK for unity. Their docs claim that hand tracking is supported this way, but I have yet to prove it by getting it to work.
Yeah why there is another hand prefab for pico just align to the other one. If we want to support multiple platforms like (pico, meta, apple) we need a solution that works on each. So i hope for that open xr solution : 1 hand tracking for all and done.
How to grab object.? can you share to us more tutorial grab object pls?
There a few ways to handle this:
Unity XRI way would be using XR Grabble on the object with a Direct Interactor as a child of your hand/controller.
You can also use Triggers and Colliders in the hand or at the finger tips of the hands-
Something like PXR_Hand.Pinch == true && Finger or Hand colliders OnTrigger enter with Object you want to grab, move Object to your hand. Pinch is true when the index and thumb are close enough.
Your interests have been noted. I'll add it to my list of tutorials to come soon!
Follow us on Twitter for all of our video tutorial updates.
After following your tutorial of the local SDK integration and getting the Hands from the Packages Folder, the references to the single joints in PXR_Hand Script are empty. Is there a way to fix this?
Hii I followed the tutorial, when I switch off both of my controller it shows "hand tracking is on" but the hand tracking is not working. How to fix it?
Hi :)
Did you manage to make it work with raycasts?
i would like to have raycasting functionality for the UI, not poking.
Thank you