Hand Tracking with Unity XR Interaction Toolkit

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  • เผยแพร่เมื่อ 3 ธ.ค. 2024

ความคิดเห็น • 167

  • @Beno951
    @Beno951 ปีที่แล้ว +15

    Finally! Now XR toolkit actually feels complete.

    • @A_walk_in_the_park
      @A_walk_in_the_park ปีที่แล้ว

      It would be nice if they would enable full body with hand tracking. I don't know if you can do that now, since body only follows controllers.

    • @vinigamedev4158
      @vinigamedev4158 ปีที่แล้ว +1

      Hands don't appear in Windows PC builds.. so.. no

  • @MuddyWolf
    @MuddyWolf ปีที่แล้ว +4

    FINALLY! Thanks for sharing Valem! This is so cool!

  • @flym0
    @flym0 ปีที่แล้ว +3

    You bloody star mate. Working perfectly.

  • @josteinschefte-jg6mx
    @josteinschefte-jg6mx ปีที่แล้ว +1

    Awesome!

    • @ValemTutorials
      @ValemTutorials  ปีที่แล้ว +2

      Thanks for the donation man it means a lot !!!!😍

  • @Lalaith31
    @Lalaith31 9 หลายเดือนก่อน +3

    You are saving my thesis

  • @_virtualbeings_
    @_virtualbeings_ ปีที่แล้ว +7

    Fantastic tutorial Sir! Not only did you help me make handtracking work, but by following everything I also got Oculus Airlink to work again. The trick was to switch to OpenXR. Goodbye Oculus plugin, you've become obsolete and we won't miss you.
    (FYI, I used Unity 2022.2.17f (latest version), and it worked identically to the tutorial.)

    • @vroomescape3417
      @vroomescape3417 10 หลายเดือนก่อน

      We won't miss it, but would be great to know to do hand pose grabing and physic hands with the OpenXR! 🙏

  • @vrfxrealtime
    @vrfxrealtime 27 วันที่ผ่านมา

    Excellent orientation thanks for sharing!

  • @lucutes2936
    @lucutes2936 8 หลายเดือนก่อน

    12:01 i love that energy

  • @SeanBannister
    @SeanBannister ปีที่แล้ว +3

    For anyone unable to get the hands to display when you place your controllers on the table, make sure that the Oculus app is set as the default OpenXR runtime and not Steam. This caught me up for hours. You can change this by opening the Oculus app going to Settings and changing "OpenXR Runtime".

    • @Kitchwamon
      @Kitchwamon ปีที่แล้ว +1

      Thank You So Much!!! I was going bonkers looking for this

  • @lordzepticon
    @lordzepticon ปีที่แล้ว +3

    I added the hand tracking stuff to the "XR-Interaction-Toolkit-Examples" project. The materials at the end was already set to standard shader, bit still pink. I had to set them to "Universal Render Pipeline/Lit".

  • @nitsnbolts1
    @nitsnbolts1 ปีที่แล้ว +14

    Great tutorial as always :) would be nice to know how to detect different hand gestures through code

    • @soya8983
      @soya8983 ปีที่แล้ว

      I also want to know how to do that.

  • @iHydroo
    @iHydroo 5 วันที่ผ่านมา

    Fantastic tutorial! Any chance you are planning on making a tutorial to show how to swap the default VR hands with a custom model that works? I've tried to do it myself but can never get the visuals for the hand to actually appear.

  • @jbjbjb_
    @jbjbjb_ ปีที่แล้ว +1

    Hey Valem Tutorials, thank you so much for all the tutorials!
    I do have a question, though. If I want to drag an object (possibly a very large box or a model), how can I do so?
    I think this is a bit different from grab, or can similar mechanisms be applied to this situation as well?

    • @jbjbjb_
      @jbjbjb_ ปีที่แล้ว

      Grabbing just hold the object on top of my hands 😅

    • @MarkRiverbank
      @MarkRiverbank ปีที่แล้ว

      @@jbjbjb_ XRGrabInteractor should work, just set it to use a dynamic attachment point.

  • @KaanErayAKAY
    @KaanErayAKAY ปีที่แล้ว

    Great explanation and clear thank you!

  • @karolledzinski710
    @karolledzinski710 ปีที่แล้ว

    So Gooood update on XR TOOLKIT. Thanks Valem for tutorial 🤘😁 btw nice hairstyle 😁

  • @GamerCreacher
    @GamerCreacher ปีที่แล้ว

    JUST YESTEDAY I WAS WONDERING IF I COULD MAKE HAND TRACKING

  • @ricardojaviergarnicapena6749
    @ricardojaviergarnicapena6749 ปีที่แล้ว

    Excellent video. Thanks

  • @bradfordfermin4688
    @bradfordfermin4688 ปีที่แล้ว +1

    Thank you so much for the tutorial! Is there any chance of you doing a tutorial on enabling passthrough with this openXR hands setup? I can't seem to get it to work no matter what I try

  • @CactusVRstudios
    @CactusVRstudios ปีที่แล้ว

    Love your tutorials!

  • @A_walk_in_the_park
    @A_walk_in_the_park ปีที่แล้ว +3

    How would you go about setting colliders for these hands? I don't want them to go through objects...

  • @adityapatel6438
    @adityapatel6438 ปีที่แล้ว

    very cool tutorial bro

  • @karolledzinski710
    @karolledzinski710 ปีที่แล้ว +5

    ... We just need full IK body tracking add to this and nothing else is needed so far. 🤘🤘🤘

  • @axs203
    @axs203 ปีที่แล้ว

    Thanks Valem!

  • @TheLaterPixel
    @TheLaterPixel ปีที่แล้ว +12

    Hey Valem! thanks for the tutorial, it was very informative :)
    I noticed an error occurs when i switch from hand tracking to the controllers where it says "could not find active control after binding resolution" any tips on fixing this error?

    • @yorukaze1234
      @yorukaze1234 ปีที่แล้ว +2

      Seems that this error only appear in Unity Play Editor Mode.
      When I build my game in Android, side loading it into my Oculus Quest 2, and open it in Quest. Everything works fine and I can easily switch between controller and hand.

    • @ashtonpan7618
      @ashtonpan7618 ปีที่แล้ว +2

      Same issue with you, and my editor is paused when poping up this message ... 2021.3.20f1 XRTK2.3.1 XR Hands 1.1.0, OpenXR Plugin 1.7.0, Oculus XR Plugin 3.2.3, XR Plugin Management 4.2.1

    • @Miquel_Angel_PB
      @Miquel_Angel_PB ปีที่แล้ว +2

      I have the same error

    • @vinigamedev4158
      @vinigamedev4158 ปีที่แล้ว

      same here

  • @oliverhinox
    @oliverhinox ปีที่แล้ว

    I love
    Valem Tutorials😀😀😀😀

    • @oliverhinox
      @oliverhinox ปีที่แล้ว

      your tutorials are super easy to follow. your chanel is the best way for my vr games to go to the next level. please keep posting videos.😄😄😄

  • @Balakademi
    @Balakademi ปีที่แล้ว

    Thank you. Just in time

  • @SingularityXRS
    @SingularityXRS ปีที่แล้ว +3

    I literally have been waiting for this!!!, I really don't like oculus SDK

  • @pamford45
    @pamford45 ปีที่แล้ว +3

    Is there any way to detect a grab pose in order to grab and throw objects, like a basketball?

  • @tuongngo1749
    @tuongngo1749 ปีที่แล้ว +1

    Can you create some tutorial about hand poser with this stuff? Or we can use the exact logic with your previous video about the custom grab hand pose?

  • @aureliopuertamartin3631
    @aureliopuertamartin3631 ปีที่แล้ว +4

    Can we detect hand poses with this package? For example grabbing an object with the fist closed instead of just using a pinch gesture?

    • @louisviel2915
      @louisviel2915 ปีที่แล้ว

      Hello,
      Don’t know if you still care or have found a solution to this
      But from what i’ve seen, it oNly recognise pinching wich your fingers by default. You will have to implement yourself a logic to recognise gesture, or go into an asset store plugin

  • @flym0
    @flym0 ปีที่แล้ว +1

    @10:24, is there a way of turning off the controllers' mesh and have just the hands?

  • @musikb.s5106
    @musikb.s5106 ปีที่แล้ว

    thank you very much!!!

  • @pastuh
    @pastuh ปีที่แล้ว +1

    I was in AI world for some time.. time to implement this future :D

  • @isabelleus2881
    @isabelleus2881 ปีที่แล้ว +2

    I have issues with the Openxr plugin said to not be selected as plugin provider when I press play, while it was selected in the project settings for both desktop and Android. I tried to make sure I had all three packages (up to date): Input System; XR; XR core utilities (I didn't have this one); and ofc XR Plugin management. You can find this info under the hands package dependencies. It didn't work. Valem, do you maybe know what is going on?

  • @evFPV
    @evFPV ปีที่แล้ว +9

    Hey Valem! Great tutorial! In my case with the "Complete XR Origin Set Up" from the "XR Interaction Toolkit" doesn´t show my hands, I see the controllers all the time :(
    But when I did the first step, using the hand visualizer script, I could see them. Any idea what is happening?
    Thank you!

    • @philippdaube6047
      @philippdaube6047 ปีที่แล้ว

      Did you activate the auto switch from Controller to Handtracking in your Quest Settings?

  • @dumbfoxmedia
    @dumbfoxmedia ปีที่แล้ว +1

    Any idea if this works for Quest 3? I've followed the general setup from this video and it doesn't appear to be working. I don't have a Quest 2 on hand, so I'm trying to determine if it's the versions of the packages I used or if it's simply not supported.

  • @EvzieBoii
    @EvzieBoii ปีที่แล้ว +3

    Hi Valem, is there any chance you could show how to use these new features along with Passthrough from Oculus integration?

    • @danieldubinko9561
      @danieldubinko9561 ปีที่แล้ว

      Agreeeeed

    • @empressvr
      @empressvr ปีที่แล้ว

      I'm currently attempting to put the two together, let me know if you're interested in being kept up to date on what I find!

  • @SoundGuy
    @SoundGuy ปีที่แล้ว +1

    Is there a way to have the hand model display on the controllers when holding the controllers?

  • @saumya3470
    @saumya3470 ปีที่แล้ว +1

    hi, can you make the next video about making a custom scene like this? also did you have a chance to look at TactGloves by bHaptics?

  • @Syertim
    @Syertim ปีที่แล้ว +1

    this is awesome! Anyway is someone else experiencing a strong input lag when using the hand tracking? Is it normal?

  • @yorukaze1234
    @yorukaze1234 ปีที่แล้ว +5

    Anyone knows how to solve if error :
    "Could not find active control after binding resolution"
    UnityEngine.InputSystem.InputManager.OnNativeDeviceDiscovered (int,string)
    appears after trying to switch from hand tracking to controller in run time?

  • @PawelZielinski_
    @PawelZielinski_ 6 หลายเดือนก่อน +1

    The hand visualizer component is not popping up for me

  • @ERICA-eu5xv
    @ERICA-eu5xv ปีที่แล้ว +1

    Hi, Is there a difference between using the xr toolkit and using the Oculus integrated package?

  • @Amir-up6zd
    @Amir-up6zd 5 หลายเดือนก่อน

    Any idea to make the hand can push object

  • @jundakong4515
    @jundakong4515 ปีที่แล้ว

    Nice tutorial! Thx a lot! One question, how did you test it through Unity Editor PlayMode, was that from QuestLink?

  • @lonelanrete
    @lonelanrete ปีที่แล้ว +1

    can we use teleport locomotion with hand tracking?

  • @Bayonora
    @Bayonora ปีที่แล้ว

    You need a tutorial about the Buttons in the Hand controllers ( B, A, Y, X)

  • @karolledzinski710
    @karolledzinski710 ปีที่แล้ว +1

    Open XR version 1.8 is not compatiabile with XR Hands it shows error "Hand tracking subsystem not found or not running. " This XR Hands still cause a lot of trouble to set up... Planty informations missing in this tutorial like Left Hands Stabilized... XR Input Modality component doesn't work at all... Generaly all prefabs given in XR Interaction toolkit 2.4 are full of bugs. Xr orgin sopouse to be ready to go complete set up but is not ready to go of course is not working.... Ehhh how to create games when basic stuff are mess up.

  • @hiimkarl
    @hiimkarl ปีที่แล้ว

    now this is cool

  • @adamabutaya6946
    @adamabutaya6946 2 หลายเดือนก่อน

    newer version doesnt have complete xr origin setup?

  • @Draxi_1
    @Draxi_1 ปีที่แล้ว +1

    OpenXR is finally usable for something. It just lacks controller models.

  • @RiverExplorerGames
    @RiverExplorerGames ปีที่แล้ว +1

    They seems to have updated things. When I get to the 10:00 point and hit PLAY, nothing shows up. No controllers, and no hands. And as they have changed some of the names and serialized fields (one seems to be deleted). It could be a I just made the wrong guesses.

    • @flym0
      @flym0 ปีที่แล้ว

      I've been caught too. Which versions of the relevant XR packages do you have in your project?

  • @zaidahmed7110
    @zaidahmed7110 3 หลายเดือนก่อน

    Nice video! Having a weird bug when I follow along, or even use some of the sample scenes default values. My hands are oddly duplicated and appear different in the left and right eye. Is this normal?

  • @蔡明達-k3w
    @蔡明達-k3w ปีที่แล้ว +1

    Hi, when I use hand tracking and close my left eye, my hands display the wrong position.
    I found the problem.
    OpenXR: Render Mode: Multipass

  • @FlockofSmeagles
    @FlockofSmeagles ปีที่แล้ว +1

    Wait. So we don't need leap motion anymore?

  • @CustomGPTSolutions
    @CustomGPTSolutions ปีที่แล้ว +5

    Hey Valem I just tried it. I feel I followed every single step you mentioned. I don't have any errors. But when I put my oculus controllers down and wait for a few seconds, I don't see my hands. I have no clue why my hands don't show :(

    • @soya8983
      @soya8983 ปีที่แล้ว +2

      I also have the same problem

    • @TheArmatt
      @TheArmatt ปีที่แล้ว +1

      Check whether automatic switching to hand tracking is on in the settings of the quest itself. I had this problem too.

    • @carlosabiamer
      @carlosabiamer ปีที่แล้ว

      @@TheArmatt this fixed it for me, thanks!

    • @MarkRiverbank
      @MarkRiverbank ปีที่แล้ว +1

      I have the same issue, plus the "could not find active control..." errors. I guess it's a preview package for a reason. I backed it out for now and may try again in a new project. The hand-tracking in Meta's own toolkit worked great, and had a lot more functionality with poses and pose recognition, as well as other Oculus features like voice commands. I like Unity's toolkit, but if you know you're developing for Quest, then Meta's toolkit has some advantages [but unfortunately, crappy documentation].

    • @CustomGPTSolutions
      @CustomGPTSolutions ปีที่แล้ว

      @@TheArmatt thanks for the suggestion. I tried that too. And then the VR scene doesn’t even load for some reason.

  • @AnythingSoupVODS
    @AnythingSoupVODS ปีที่แล้ว +1

    Hello, I am currently running the openxr 1.7.0 and it won't load the OpenXR tab below the XR Manager. I keeps spitting out an error about the Meta Quest Pro Controllers, I've been stuck on it for a while and can't figure out what to do. Any advice would be great! I'm using Unity 2021.3.23 at the moment
    Edit**
    I found that going back to an earlier version fixed my problem, great tutorial btw

  • @FantiniMotion
    @FantiniMotion ปีที่แล้ว +2

    is there a way to use hand tracking and controller tracking at the same time?

  • @haroldvicknair1989
    @haroldvicknair1989 6 หลายเดือนก่อน +2

    I have tried everything, but I cannot get this to work, I am using the XR hand 1.3 and there is no slot for XR Origin. I have my Oculus app OpenXR Runtime set to MetaQuest. I have tried a new blank project; I have tried the VR Core template. I cannot get this to work no matter what I have tried. Has anyone else got this to work with the newer stuff on a Quest 2?

    • @ArunPrassathGK
      @ArunPrassathGK 2 หลายเดือนก่อน

      did you find out what went wrong? i'm facing the same issue

  • @CasualDrive
    @CasualDrive 3 หลายเดือนก่อน

    I see mesh hands but how can we also make use of those mesh hands to act as colliders?

  • @wanglinda2212
    @wanglinda2212 ปีที่แล้ว

    I understand XR Interaction2.3(Complete XR Origin Hands Set Up) physical Hand as XR Hand,same thing, right?

  • @shinzor
    @shinzor ปีที่แล้ว

    How would you make a convincing rollercoaster like in Switchback VR?

  • @fgd190722
    @fgd190722 ปีที่แล้ว

    What do you suggest to have laptops for doing development for VR

  • @dkfactotum
    @dkfactotum ปีที่แล้ว

    Finally!!

  • @devinstewart1743
    @devinstewart1743 ปีที่แล้ว

    Is there a way to use Meta passthrough along with this solution? I tried using the new Oculus Integration Package along with this to enable passthrough but it seems to break switching between hands and controllers with the Complete XR Origin Hands Set up prefab. Any suggestions would be great!

  • @pietro8648
    @pietro8648 ปีที่แล้ว +1

    Hi, I'm making a VR project for my university. My first idea was to do something with the controllers but then I saw your videos about hand tracking. Do you think hand tracking is capable of different actions/interactions like a controller? Or is it limited? What would be some good practises to adapt a VR game to a fully hand tracking VR game? Like menus, exiting the game, movement, adapting buttons, recognizing hand gestures/poses?

    • @NanashiNokaze
      @NanashiNokaze ปีที่แล้ว

      it can be very good if you use pose tracking to trigger events. simple gestures can be tracked and used to trigger functions through unity's events/Actions system. it's not as accurate as I'd like but it's enough to move virtual controls when you pinch or close your fist etc.

    • @soya8983
      @soya8983 ปีที่แล้ว +1

      @@NanashiNokaze How can I achieve that? I want to use hand movements to achieve continuous movement and teleportation.

    • @NanashiNokaze
      @NanashiNokaze ปีที่แล้ว

      @@soya8983 basically I used the meta hand tracking package and tracked the bones, and compared the detected positions to an array of stored positions over time. It the bones matched a gesture I had saved, it fired a method that read classes to define what to do.

    • @NanashiNokaze
      @NanashiNokaze ปีที่แล้ว

      @@soya8983 if you'd be interested in hiring help I do contract programming work in unity with c#.

  • @blitzkreig4887
    @blitzkreig4887 ปีที่แล้ว

    So it can read input. Then why exactly do we need headset plugin support ?

  • @1979zeesh
    @1979zeesh ปีที่แล้ว

    i can not see Origin property in Hand Visualzier script...i think because of this when i put down my controllers, hands dont appear

  • @halbzwilling
    @halbzwilling ปีที่แล้ว

    Hey Valem! Thanks a ton for your help!
    I have a problem where I my hands don't show up in the Build!
    (I updated an older project and might have some other issues)
    Is it mandatory to setup the android settings or was that just to show how it works on both platforms?

    • @halbzwilling
      @halbzwilling ปีที่แล้ว

      Update: i enabled developer options in the oculus settings and it started working in the build 🙌

    • @ashtonpan7618
      @ashtonpan7618 ปีที่แล้ว

      @@halbzwilling Do you mean work in the .exe file build ? Cound you tell me the version of your Editor ? I am stuck on the handtracking in PC build

  • @iSilver69
    @iSilver69 ปีที่แล้ว

    Can you use Auto Hand with the XR Device Simulator in the XR Interaction Toolkit? I can't get it to work.

  • @nrv_maksim5964
    @nrv_maksim5964 ปีที่แล้ว

    Hi Valem, can you tell me something about UltimateXR?))

  • @travist1169
    @travist1169 ปีที่แล้ว

    A good idea for a new video would be to show how to do a full hand grab!

  • @강병준-t6s
    @강병준-t6s ปีที่แล้ว

    I have only headset of Oculus Quest 2. Is it impossible to use handtracking using Only Headset? Should I have to have controllers?

  • @trainingdesign9786
    @trainingdesign9786 ปีที่แล้ว

    I have thw the following error "Hand Tracking Subsystem not found, can't subscribe to hand tracking status. Enable that feature in the OpenXR project settings and ensure OpenXR is enabled as the plug-in provider." I have the subsystem enabled as it should be and I dont see any hands

  • @najwamohammed3961
    @najwamohammed3961 ปีที่แล้ว

    Dont forget to turn on floor on the xr origin if ur controller doesn't move

  • @erasmobellumat3973
    @erasmobellumat3973 ปีที่แล้ว

    Valem, i need help. How to detect if a finger is closed? I'm working on a game that will uses a virtual guitar hero guitar inside VR!

  • @chetnanayak4716
    @chetnanayak4716 7 หลายเดือนก่อน

    how do you switch from controller to hand

  • @anonymoussloth6687
    @anonymoussloth6687 ปีที่แล้ว +1

    How do I run the unity app in quest when i enter play mode?

    • @ozbae
      @ozbae ปีที่แล้ว

      Same issue

  • @TheSebi0707
    @TheSebi0707 ปีที่แล้ว

    Are hand poses already usable?

  • @SingularityXRS
    @SingularityXRS ปีที่แล้ว

    LETS GOOOO

  • @布丁提拉米苏
    @布丁提拉米苏 ปีที่แล้ว

    Cool! But there is some deviation when my right index finger touches my left hand. How can I fix it?

  • @iliyasmarat7610
    @iliyasmarat7610 ปีที่แล้ว

    help me please everything works fine just doesn't work for pc versions

  • @triple3204
    @triple3204 ปีที่แล้ว

    it lets me use my hands but it doesn't track my fingers, any fixes?

  • @OdiePawbs
    @OdiePawbs ปีที่แล้ว

    Will it support index?

  • @xicixiaoqi
    @xicixiaoqi ปีที่แล้ว

    Can Pico4 or Pico3 do this things?

  • @judahhanes
    @judahhanes ปีที่แล้ว

    how do u get physics with it?

  • @Nika-ss7dv
    @Nika-ss7dv ปีที่แล้ว

    When I press any button on my controllers they both fall out of the world and I cannot get them back unless I restart the game mode. Also the hands are not showing. How can I fix this?

  • @vinigamedev4158
    @vinigamedev4158 ปีที่แล้ว

    I couldn't make it work in a Windows .exe Build. Any thoughts?

  • @danieldubinko9561
    @danieldubinko9561 ปีที่แล้ว

    How can i make my hands collide so they dont go through eachother

  • @nwy_0186
    @nwy_0186 ปีที่แล้ว

    can this be use in pico 4?

  • @connorherrod7723
    @connorherrod7723 ปีที่แล้ว

    My HandVisualizer class wont load, anyone else have this issue? I’m using the same version of unity and have all the current packages and samples. Totally empty project otherwise.

  • @nife6902
    @nife6902 ปีที่แล้ว

    Can I use it with HTC Vive?

  • @barboradarmova1368
    @barboradarmova1368 ปีที่แล้ว

    Has anyone else the problem of handtracking not working in build, only in editor?

  • @emiliotube01
    @emiliotube01 ปีที่แล้ว

    such wow

  • @Haniarifah753
    @Haniarifah753 3 หลายเดือนก่อน

    i want to add hand physics in XR Interaction Hands Setup at HandsDemoScene, please make a tutorial🙏🙏🥺🥺

    • @Haniarifah753
      @Haniarifah753 3 หลายเดือนก่อน

      hand tracking with physics xr interaction toolkit please

  • @vinothm8834
    @vinothm8834 ปีที่แล้ว

    rotation is not working for me

  • @anon3020
    @anon3020 9 หลายเดือนก่อน

    i am having a issue where i install the interaction toolkit and the complete rig isnt there did they remove it in a newer verison?

    • @ValemVR
      @ValemVR 9 หลายเดือนก่อน

      The name has changed its something like Hand Interaction Rig or something

    • @anon3020
      @anon3020 9 หลายเดือนก่อน

      would it still be in xr interaction toolkit because if so I don't see that either@@ValemVR

    • @xialah2882
      @xialah2882 6 หลายเดือนก่อน

      @@anon3020 It is XR Origin Hands (XR Rig) inside Samples > XR Interaction Toolkit > 3.0.3 > Hands Interaction Demo > Prefabs

  • @Syertim
    @Syertim ปีที่แล้ว +1

    hey Valem, would be cool to see like a "virtual desktop" tutorial with XRI 2.3 where you can interact with your desktop with hands tracking!

  • @ebenknot
    @ebenknot ปีที่แล้ว

    👏👏👏👏👏

  • @SongLu-q3u
    @SongLu-q3u ปีที่แล้ว

    Can't even enter the VR scene with this error:DllNotFoundException: UnityOpenXRHands assembly: type: member:(null)

    • @script4724
      @script4724 ปีที่แล้ว

      same here :/ if you find a fix let me know please

    • @SongLu-q3u
      @SongLu-q3u ปีที่แล้ว

      @@script4724 with Quest Pro problem solved itself