lol I didn't even know this Interaction SDK existed, haha here I am trying to code a hand grab system from scratch when this already exist / is built in and is way better than what I made! Glad I stumbled across this video. Thanks Dilmer man!
Love to see your project after it's updated. While these gizmos are nice to visualize the finger positions, being able to just capture my real hand/finger positions seems like the way to go at least as a starting point for the most realistic/precise pose. Thanks for all your diligent work!
Thanks for making this Interaction SDK series. I was wondering if you can show us how would you do a 6-dof push-pull distance grab in the sdk. Have a good one.
Hi Dilmer, thanks for the tutorial, it is awesome! But, is it possible to throw an object with this type of grabbing with the hands? If it is possible, how could it be done?
To control "Explode" and "Assemble" animations using a button in Unity with Oculus, you can follow these steps. This assumes you have already set up your scene with Oculus Integration and have an Animator Controller with the necessary animations and triggers. it is possible to combine animations with grabbing in Unity. plz make a tutorials for this topick
Awesome video as always!!! Quick questions: #1 does your Quest 2 drain down its battery when connected via the link cable even when it's not being used? #2 object grabbing is using colliders of simple primitives (box, sphere, capsule) correct? What about grabbing complicated meshes, say a bow (as in bow & arrow) or a snake lol, i.e. meshes can't really use primitives for collision detection. Any thoughts on how to deal with those meshes? TIA!!!
Awesome, thanks for the video man. Is it possible to constraint the hand movement with another object? For example making the hand not pass through the table.
PSA: The repo seems to use Oculus v38 integration and so doesn't have the Hands 2.0 option in the OVRManager. It should be easy to replace this with the latest asset store version though.
Is this Oculus Integrations SDK v39? I don't have exactly the same options into the HandGrabInteractable script. I see the Snap options, but I cannot choose a "Snap type", just Hand Alignment (options are align on grab or attract on hover).
Hi Dilmer, thanks for the lovely tutorial. Is there any way to throw the objects in VR? I am unable to find an efficient way to find the object velocity when it is released by the user, which can be used to set the velocity of rigid body. Thanks.
How do you enable Hands 2.0? I'm on v39 Oculus Integration. I set Hand Tracking Version to V2 and even the Android Manifest says 2.0. I don't see a difference.
Awesome! I'm working on an application with hand tracking and this video is great for me. Can someone tell me how to get the forearm position? When I try to get it I get the same position as the wrist. Thks.
Hi Dilmer, Would you do a video on how to setup Oculus Interaction with hands in a Multiplayer environement like Netcode, how to grab objects and hand them over to an other player, both in VR (OCulus Quest 2)
Hi Dilmer. In VR, my pictures look glowing. What could cause these glowing? Even if I turn off the light, the flashes continue. Could it be related to the resolution of the images? Have you encountered such a situation before?
Simone thanks for your comment, did you follow the videos in chronological order? this is video #6 and the first videos should show you how to get things setup, here is the playlist: th-cam.com/play/PLQMQNmwN3FvyE_NEr6A_dPwneirJGNZjP.html
@@simoneivagnes9013 what part is not working ? When you enable physical capsules the hands generate capsule colliders for each join, check and see if that’s happening when you run in play mode.
lol I didn't even know this Interaction SDK existed, haha here I am trying to code a hand grab system from scratch when this already exist / is built in and is way better than what I made! Glad I stumbled across this video. Thanks Dilmer man!
Hehe I know the feeling Jeff, I am glad this is useful for what you need and you are very welcome, thanks for your feedback !
Love to see your project after it's updated. While these gizmos are nice to visualize the finger positions, being able to just capture my real hand/finger positions seems like the way to go at least as a starting point for the most realistic/precise pose. Thanks for all your diligent work!
Thanks I will get it updated today and let everyone know soon.
Thanks for making this Interaction SDK series.
I was wondering if you can show us how would you do a 6-dof push-pull distance grab in the sdk.
Have a good one.
Hi Dilmer, thanks for the tutorial, it is awesome! But, is it possible to throw an object with this type of grabbing with the hands? If it is possible, how could it be done?
from where i can get the hand grab interactable visual script?
To control "Explode" and "Assemble" animations using a button in Unity with Oculus, you can follow these steps. This assumes you have already set up your scene with Oculus Integration and have an Animator Controller with the necessary animations and triggers.
it is possible to combine animations with grabbing in Unity.
plz make a tutorials for this topick
Awesome video as always!!! Quick questions: #1 does your Quest 2 drain down its battery when connected via the link cable even when it's not being used? #2 object grabbing is using colliders of simple primitives (box, sphere, capsule) correct? What about grabbing complicated meshes, say a bow (as in bow & arrow) or a snake lol, i.e. meshes can't really use primitives for collision detection. Any thoughts on how to deal with those meshes? TIA!!!
Great! When I grab an object by hand tracking, I want it to return to the object pool. What should I do?
Awesome, thanks for the video man.
Is it possible to constraint the hand movement with another object? For example making the hand not pass through the table.
I'm also wondering this. For context I'm making a virtual piano and I want the fingers to be tracked but the tips to not pass through the keys.
@@MatthiasTTV I found an asset called “auto hand”. It automatically adapts the hands to any collider/rigid body so it doesn’t pass through.
is there an update for newer version package? since the Hand Grab Interactor Visual (Script) in no longer exist.
did you solve it? i also have problem with them.,,
@@박종배-l9i I also ran into this problem, did you find a solution?
PSA: The repo seems to use Oculus v38 integration and so doesn't have the Hands 2.0 option in the OVRManager. It should be easy to replace this with the latest asset store version though.
Thanks I will update it within the next few days, there are some breaking changes I have to fix when upgrading.
Hi Dilmer, there are any chance to grab an object with only two hands instead of one with the oculus sdk?
Awesome video by the way!
Is this Oculus Integrations SDK v39? I don't have exactly the same options into the HandGrabInteractable script. I see the Snap options, but I cannot choose a "Snap type", just Hand Alignment (options are align on grab or attract on hover).
Have you found a solution about it ?
For me i cannot grab my object i dont know why, but physics works perfectly
Same thing happening with me.. have you found any other solution?
@@pawantirpude2234 sorry, I didn’t find a solution
@@chubiby I didn’t :(
@@chubiby same problem, i also cannot grab anything
To upgrade a old project that already used HandTraking, I have to only update the SDK, or I have to do more?
Hi Dilmer, thanks for the lovely tutorial. Is there any way to throw the objects in VR? I am unable to find an efficient way to find the object velocity when it is released by the user, which can be used to set the velocity of rigid body. Thanks.
How do you enable Hands 2.0? I'm on v39 Oculus Integration. I set Hand Tracking Version to V2 and even the Android Manifest says 2.0. I don't see a difference.
That sounds correct, can you check the firmware version on your Oculus Quest 2 and paste it here ? Thanks
@@dilmerv Firmware said v39. Not currently at my headset see minor version numbers.
Awesome! I'm working on an application with hand tracking and this video is great for me. Can someone tell me how to get the forearm position? When I try to get it I get the same position as the wrist. Thks.
Great video dude!!
Thanks a lot man !
Hi Dilmer,
Would you do a video on how to setup Oculus Interaction with hands in a Multiplayer environement like Netcode, how to grab objects and hand them over to an other player, both in VR (OCulus Quest 2)
Absolutely ! I responded to your other questions thanks again for your suggestion.
I'm anxiously waiting for this. Thanks in advance, Dilmer!
Hi Dilmer. In VR, my pictures look glowing. What could cause these glowing? Even if I turn off the light, the flashes continue. Could it be related to the resolution of the images? Have you encountered such a situation before?
how do we mix this with the poke examples scene? I need grab and ui at the same time?
You need a grab interactor as well as a poke interactor, that will allow you to do both.
You rule Dilmer.
Thank you 🙏
how to change controlls to hands ?
have you been able to use handtracking 2.0? and if you have, have you seen any difference?
I have and it has improved it a lot, I will make a video very soon showing the process and improvements thanks !
@@dilmerv cool!!
Thanks! :)
Please release your course to become metaverse developer
Thank you so much
You're very welcome !
i can't find the interactables package...can someone help me?
Simone thanks for your comment, did you follow the videos in chronological order? this is video #6 and the first videos should show you how to get things setup, here is the playlist: th-cam.com/play/PLQMQNmwN3FvyE_NEr6A_dPwneirJGNZjP.html
@@dilmerv thanks!
@@dilmerv I followed the tutorial, now everything works except the 'hand physics capslues' setting...how can I fix it?
@@simoneivagnes9013 what part is not working ? When you enable physical capsules the hands generate capsule colliders for each join, check and see if that’s happening when you run in play mode.
@@dilmerv I enabled hand capsules in hand visual, but my hand still passes into the cube
👍
Thanks
Is this hands 2.0?
No sign of any hands when I do it, all I see are the controllers.
David thanks for watching, did you watch video #1 from this video series ? If not, I recommend it as it shows you the settings setup.