jorgejgnz / hptk Goto Github PK
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License: MIT License
Hand Physics Toolkit
License: MIT License
Hello, I am unable to set up HPTK with OpenXR in Unity.
Unity 2021.3.16f1
HPTK 0.6.6
HPTK Posing & Snapping 2.0.2
Target: Win(Vive)+Android(Quest)
I followed the guide for UnityXR and then tried steps from Issue #16 but no luck.
Is there any guide that I can follow?
I can't find any support or documentation explaingin how to implement the Oculus Quest Hand Tracking with Unity XR without the Oculus Integration asset.
I don't want to use the Oculus Integration Asset because it's a heavy dependency....
And I really wish to make builds to different headset models, not only Oculus...
Understandably, HPTK was built for 'classical' Unity physics. Unity's new DOTS ecosystem includes a new physics system, however, which is quite different from the 'old' system due to the general nature of DOTS. I have only had a short glance at the documentation but it seems that the Physics system is (again, understandably) very tightly/centrally integrated into this package. Is this correct? How much work do you estimate is necessary to make this work with HPTK - would it be feasible or essentially require a complete rewrite?
Hi, I was wondering if you have any plans to support Unity XR Interaction Toolkit?
Also, the documentation mention "DefaultSetup.UnityXR" but couldn't find it.
Hi! Afaik UnityXR does not support finger tracking by itself (yet). You need Oculus Integration to get hand data from Quest.
Originally posted by @jorgejgnz in #13 (comment)
Hello!
I bought the HTPK asset (HPTK Posing & Snapping) and when I imported it, it has issue on the "DefaultSetup.UnityXR(missing prefabs)"
I am using Oculus quest 2.
can you guide me to the solution?
it will be very appreciated
thanks
Assets\HPTK Posing & Snapping\HPTKExtensions\Snapping\Scripts\Modules\Snapper\SnapperController.cs(273,44): error CS0117: 'PhysHelpers' does not contain a definition for 'DoAfterUpdate'
I see that you are really enthusiastic about the VR, we need people like you to work on community projects like VRTK (VRTK 4 - Tilia/Zilia packages).
It is huge and really played nicely, but it lacks some of the core features and it would be great if someone like you could start on working on it.
Here is a quick link:
https://github.com/ExtendRealityLtd
Also, please joining the community on discord - all of the issues/dev/guides and so on are still under development and users can help each other there
hi dear,
is it possible to using this with Microsoft Mixed Reality Toolkit?
hi dear,
it would be great if deploy HPTK as OpenUPM package
VRTK 4 (Tilia/Zinnia) - is the most cross platform framework that currently exists.
The one thing - it still lacks the package for hand interactions.
You can still use the Provider SDK and Pose Inputs Actions for the actual input from the provider, and later apply it your VRTK rig.
Your package already includes the most powerful feature - PoseProvider with Physics extensions on top of it.
Could you integrate this with VRTK 4?
InteractorController is supposed to judge that the mechanism is not accurate. Is there any solution?
there is a way where i can use air link to test the game? build everytime i want to play make things very slow to develop
Hi!
I'm trying to get hand tracking working with oculus quest. I followed up the setup guid of the documentation, but when i press play the hand doesn't move. However, the OVRHandPrefab does move.
The pink one is the OVRHandPrefabfrom the DefaultSetup.Oculus and the black one the hand from the DefaultAvatar.URP.
Any idea why this might be and how to fix it??
Thanks in advance and keep up the good work!
I made a demo according to the official website https://jorge-jgnz94.gitbook.io/hptk/setup, but the hands in the scene are always incomplete.
i'm using the last version of hptk and cant find the DefaultAvatar
assets versions i'm using:
htpk: 0.6.2
oculus XR plugin: 1.4.3
XR plugin management: 3.2.16
i'm following this tutorial: https://jorge-jgnz94.gitbook.io/hptk/setup/for-quest
I am running into an issue when setting up HPTK with Unity 2020.3.34.
I setup a clean project and installed:
I added the HPTK package and followed the instructions here (https://jorge-jgnz94.gitbook.io/hptk/setup) -> changed Physic settings, added HPTK layer, set XR Plugin Managment to OpenXR. Playmode Run time to Oculus, added Oculus Touch Controller to Interaction profiles.
Then I added the DefaultSetup.UnityXR prefab and the DefaultAvatar.Standard to my scene.
In the DefaultSetup I exchanged the XRRig with a XR Origin and replaced the ref of the HPTK 'Tracked Camera' and 'Tracked Space' to the new XR Origin. I also added an Input Action Manager to the XR Origin.
In the DefaultAvatar I added the left and right hand meshes to the Representation>Hand.L/R>Slave/Master to have the hands visible.
When I run this setup I get the error "Controller for Left/Right side was not found! Interrupting update"
HandPhysicsToolkit.Input.UnityXRControllerTracker:UpdateData () (at Assets/HPTK/Runtime/Input/InputDataProviders/UnityXRControllerTracker.cs:78)
HandPhysicsToolkit.Modules.Hand.Input.InputController:ControllerUpdate () (at Assets/HPTK/Runtime/Modules/Hand/Input/InputController.cs:136)
HandPhysicsToolkit.HPTKController:Update () (at Assets/HPTK/Runtime/Modules/Abstracts/HPTKController.cs:36)
Does the HPTK package not support the new Input System?
Can I use the HPTK package with OpenXR without the new Input System?
I would be grateful for any help or advice.
Cheers
I want to implement simple AR demo with physics engine and model-based hand tracking.
My model-based hand tracking comes from MediaPipe Hand Tracking, and I know I need to implement basic rumtime for MediaPipe Hand Tracking.
I had read the wiki, but I still lack some information; for example, which class need to be inherited, or what function I need to re-implement.
Thanks in advance.
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