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To figure out how to make the tip of your finger touch a world space Unity Canvas.It is important to point out that it is still a preview package, so there might be still some issues as pointed out in the official SDK documentation.Let’s now deep dive into how to use the new Interaction SDK!Clone, Download, Play! Public Github Interaction SDK Setup Don't want to waste time? Test our Oculus Interaction SDK setup!The Oculus Interaction SDK Experimental is a library of modular, composable components that allows developers to implement a range of robust, standardized interactions (including grab, poke, raycast and more) for controllers and hands. We created this repository so that everyone, beginner and seasoned developers, can test out this new SDK by Oculus without the hassle of setting up the development environment yourselves. Just clone/download and hit PLAY!Download Public Github Interaction SDK Setup.How To Install the Oculus Interaction SDKDownload link: time the new SDK is included with the newest Oculus Integration for Unity (unlike the last Meta Avatars SDK released which is still a separate package). So for installing, just make sure you install Oculus Integration version 37.0 through the package manager in Unity 2020.3 LTS (or 2019.4 if you are using legacy XR Setup, more info here).Let's dig in! Example Prefabs and scenesTo start, we can go to the example scenes of the Oculus Interaction SDK, which you can find in the following path after importing Oculus Integration:The first thing we notice after opening one of the scenes, is the environment with some of the new art guidelines we could see in the latest Facebook/Meta Connect, with soft and light colours. It also has a really nice stencil shader in the windows. Very elegant and minimalistic, well done Oculus/Meta.We’ll be testing the scenes with hand tracking, so first,

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A new kid on the block: The Meta/Oculus Interaction SDK.If you have been developing VR experiences lately, you know that a proper Oculus Interaction SDK has been missing. If you have been using the Oculus/Meta Integration for creating rich hand interactions and intuitive movements for Virtual Reality applications, you know how limited and difficult it can be to start an interaction-rich experience without needing to code most of the stuff yourself.So, how do you integrate Oculus with Unity? What is this Oculus SDK? How do I use the Oculus XR Plugin? How do I download Oculus SDK? Let's get started with Oculus, Oculus Quest Hand Tracking SDK, Meta Quest Development, hand tracking implementation and hands tracking SDK in Unity.Probably, many times you needed to import and use other complementary SDKs such as Unity’s XR Interaction Toolkit, Microsoft’s MRTK, VR Interaction Framework, etc. Well, it looks like those days are (and hopefully might be) over.The Oculus Interaction SDK just released by Meta/Oculus (yes, please let’s keep using the word “Oculus” as long as we can) it’s a very complete set and library of tools, components, prefabs and examples that will tackle all your basic needs when starting to develop better and richer experiences (optional with Passthrough features), including some features asHand Pose grabbing: we can now pre-set how a hand will grab a specific interactableNew ray interactors: to interact with UI in the same way as home menusCurved UI and canvases. Yay! (like Oculus/Meta Menus)Poke interaction: using your index finger to interact with UI, buttons, scroll viewsPose detection, such as detecting a “thumbs up” hand poseComplex Physics grabbing such as two hand based scaling, rotation constraints, etcPreviously, each of these features would have needed an external (and most of the time, paid) third party asset, or multiple nights without sleeping trying

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Covering how to get setup with the RiftDotNet managed C# wrapper for the Oculus SDK. The sample application will display some basic device capabilities and the current orientation and acceleration sensor readings. To get started, create a new WPF application in Visual Studio 2012, then download the code sample. You'll need to add references the RiftDotNet.dll, RidtDotNet.Interface.dll, SharpDx.dll, and Log4Net.dll assemblies from the ThirdParty folder in the code download, as seen in Figure 1. [Click on image for larger view.] Figure 1. Adding RiftDotNet references and dependencies. The RiftDotNet.Win32.dll and RiftDotNet.x64.dll files are the 32-bit and 64-bit wrappers for the Occulus SDK. Next, I add the UI for the app. Open up MainWindow.xaml and copy the root element content: Device Name IPD Horizontal Resolution Vertical Resolution Orientation Acceleration As you can see, the sample application displays the name of the device, inter-pupillary distance, resolution, orientation and acceleration of the Occulus Rift. The next step is to put the RidtDotNet library to good use to read the sensor data from the Rift. I add private member variables of type IHMD and HMDManager that will store the active device and the device manager respectively. Then I create the HMDManager instance and retrieve the IHMD device through the RiftDotNet API:_hmdManager = new HMDManager();_hmd = _hmdManager.AttachedDevice; Next, I check if the device was retrieved successfully; if it wasn't, I display a message box notifying the user to plug-in the VR headset and wait for the device to be attached:if (_hmd == null) { MessageBox.Show("Please. Oculus SDK for Windows 1.9 Octo [42] Oculus Utilities for Unity 5 1.9 Novem [43] v1.10 Rift 1.10 Novem option to download 50 owned Oculus Go- or

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NVIDIA CloudXR SDK The NVIDIA CloudXR SDK includes a sample Oculus VR client that is designed to work with VR headsets that support the Oculus VR SDK. The client decodes and renders content that is streamed from the CloudXR server and collects motion and controller data from the VR headset that is sent to the CloudXR server.The VR headset must be capable of decoding 4K HEVC video @ 60fps. The provided sample client has been tested with the Oculus Quest Pro and Oculus Quest 3 devices, running at 72 Hz.Building the Oculus VR Client¶Make sure you have everything needed from the Android Sample Clients system requirements.Copy the OVR mobile SDK zip file that you downloaded into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder and rename the file ovr_sdk.zip.Copy Google Oboe SDK .AAR file (oboe-1.5.0.aar) into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Copy the CloudXR SDK client package, which is the CloudXR.aar file, from {sdk-root-folder}\Client\Lib\Android folder to the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Run Android Studio.Complete one of the following tasks:Select Open existing Android Studio project on the Welcome screen.Click File > Open.Navigate to {sdk-root-folder}\Sample\Android and open the OculusVR project/folder.Select Build > Make Project.This process should generate an .apk file in the {sdk-root-folder}\Sample\Android\OculusVR\app\build\outputs\apk\debug directory that can be used to debug or be installed manually. You can also automatically generate a debug-signed .apk by directly running from within Android Studio. See Running the Oculus VR Client for more information.NoteTo build from the command-line, run gradlew build from the OculusVR folder.Installing the Oculus VR Client¶NoteThis section is only necessary should you want to manually install from command-line. If you are running through Android Studio, it will take care of the installation, so you can skip ahead to Running the Oculus VR Client.However, the first few steps below may be relevant if you haven’t already set up for debugging on your device.Place the Oculus VR device in developer mode and allow a USB connection in debug mode on the device.Use a USB cable to connect the Oculus VR device to the development system.If prompted on the device to allow connections, select Allow.In a Command Prompt window, navigate to the folder that contains the .apk file that

Oculus SDK Download Free - 32.0

Where can i find the debug tool? I have the runtime 1.3.2 installed and own the CV1.I have been looking for the " OculusDebugTool.exe" but cant find it. Any help is appreciatedthx All forum topics Previous Topic Next Topic 1 ACCEPTED SOLUTION the debug tool is nowhere to be found in the tools DIR.It was moved out of the sdk and is now provided as part of oculus home. You can find it in C:\Program Files (x86)\Oculus\Support\oculus-diagnosticsAuthor: Oculus Monitor, Auto Oculus Touch, Forum Dark Mode, Phantom Touch Remover, X-Plane FixerHardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 TaichHeadsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3 12 REPLIES 12 Thx HeavyGroovez. Didnt know that i had to download it.You really helped me 😉 With this tool the resolution in Assetto Corsa is much better now.Thumbs up!!!!! Please note that all development discussion should be in the Developer forum. Click the drop-down menu on the top right of the forum (looks like Community with a down arrow) and choose Developer, then click into the proper section (i.e. PC Development). Thanks. AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110iGigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV Hi there.I've tried to run the Debug Tool and it keeps on saying "Unable to connect to service, or an HMD isn't connected"I

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Revive Compatibility LayerThis is a compatibility layer between the Oculus SDK and OpenVR/OpenXR. It allows you to play Oculus-exclusive games on your HTC Vive or Valve Index.Refer to the wiki if you run into any problems. You can also find a community-compiled list of working games on the wiki, feel free to add your own results.InstallationAlways check the compatibility list before making a purchase.Download and install Oculus Rift Software. When you get to "Select Your Headset", choose to "Skip".Download the latest Revive installer.Install Revive in your preferred directory.Start SteamVR if it's not already running.Put on the headset, open the dashboard and click the new Revive tab.If you run into any problems, read the known issues below or refer to the wiki.Known IssuesNewly installed applications may refuse to start when you try to launch them for the first time, simply follow these instructions to fix it or reboot your PC.If you don't see the Revive tab, go to the start menu on your desktop and start the Revive Dashboard. Or check the Applications tab in the SteamVR settings to see if the tab is enabled.

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Squares are the ProximityFields.Example scene 3: BasicPoseDetectionWe can create new poses to be recognized by right clicking in our Project window and clicking on Create>Oculus>Interaction>SDK>Pose Detection> Shape.A Shape Recognizer is a scriptable object that stores all the states of the different fingers, so for example, the thumbs up pose consists of the thumb finger Curl set to Open, and the rest of the fingers Curl and Flexion set to Not Open. These are medical concepts from the movement of fingers and muscles in general, I found this video explaining them a bit.Example scene 4: ComplexGrabTranslate on Plane: This is a great example on how the new interactables can be configured to create interactions with constraints, like a plane.Rotate with min/max angle: Finally, we can configure our own doors, let's hope it doesn't turn into a nightmare as it's been happening since always in the history of game engines. Transform: We can also, finally, have 2 hand based interactions such as scaling an object, something very useful in design and creative apps. We can also test throwing and physics behaviors in this example, great!Example scene 5: BasicRayHere we can see 3 different types of curved, yes, curved canvases with different type of rendering modes: Alpha Blended, Underlay and Alpha Cutout. We can interact with them with a ray coming from the hands which feels exactly the same as when interacting with Oculus’ menuses in Home.Summary: Realistic hand & controller interactions have now become much more easy!With this Oculus Interaction SDK, Oculus Interaction Integration is starting to fill a big gap existing since the release of some more advanced interaction SDKs such as MRTK for example. The Interaction SDK is still not as complete as Microsoft’s counterpart, but it is definitely a very solid start.I also think that with this SDK, Oculus/Meta. Oculus SDK for Windows 1.9 Octo [42] Oculus Utilities for Unity 5 1.9 Novem [43] v1.10 Rift 1.10 Novem option to download 50 owned Oculus Go- or Windows SDK Microsoft Windows SDK 0. Oculus SDK Oculus Platform SDK 62.0.0; VSCode VSCode 1.94.2; Nicepage Nicepage 7.5.2; JustDecompile JustDecompile

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Lets go to the OVRCameraRig and let’s enable both controllers and hands (optionally, you can set the Hand Tracking Frequency to MAX, but remember this will reserve some performance headroom from you app, but in the case of this almost empty room, it’s ok).Example scene 1: BasicGrabIn this scene of the Oculus Interaction SDK, we can see different examples of the grabbing capabilities we can explore. Pinch Grab, the first example, is basically the grab we all know from Oculus (it is setup differently though, using the new Interfaces provided with the SDK). Then we can see Pinch Grab, Palm Grab and Combined Grab, all of these are set up similarly, where poses are pre defined for both right and left hands, with the freedom to choose what fingers are constrained to the poses, and what fingers are free.In the last example with the cup, we can look into HandGrabPoint class and check that in one of the poses, every finger is Locked, but the pinky is set to Free, which allows us to drink tea as the royalty.Example scene 2: BasicPokeIn this scene of the Oculus Interaction SDK, we find another four examples, this time about using your index finger to interact with different types of objects, introducing a new class called PokeInteractable.It seems that this class allows us to use our fingers to interact with 3D and 2D stuff equally, which is neat. The examples here are: Button, Pressy Touchpad, Unity Canvas & Scrolling, Hover Above Touch: What is really satisfying, is that the interaction includes some resistance, so your hand will not cross through the button, contributing to the haptic sensation.This is achieved through setting the ProximityField (another new class needed for your poke interaction) with an offset, as we can see in the “Pressy Touchpad” example:Green

How to Interact in VR - Oculus Interaction SDK - PART 1

C# Corner Virtual Reality in the .NET Framework, Part 1 Eric Vogel covers the Oculus Rift VR headset and how to put it too good use in your .NET apps in Part 1 of this series. More on this topic: Virtual Reality in .NET, Part 2: Render a Stereoscopic 3D Scene Virtual Reality in .NET, Part 3: 3D With Distortion and Head Tracking The promise of Virtual Reality (VR) for all has been made since the 90s. Back then VR was all the rage, and it appeared we'd all be hooked into virtual worlds in no time. The problem was that VR was too clunky and expensive for the everyday consumer. VR was used, but only in very specialized markets and academic research. Fast-forward to the present day and affordable VR is here through a successful KickStarter campaign by Oculus VR and its Oculus Rift headset. The Oculus Rift is currently only available as a development kit with full head tracking for $299. The resolution is 1280x800, or about 640x800 pixels per eye. A consumer model is actively being worked on and will have at least 1080p resolution (1920x1080). Being an avid gamer and VR enthusiast, I decided to pick one up in early July; I received my development kit in mid August. Since then I've been exploring the available games, tech demos, and development environments. The current development options are the native SDK in C++ with DirectX/OpenGL, Unity, UDK or one of the .NET C# wrappers. Today I'll be. Oculus SDK for Windows 1.9 Octo [42] Oculus Utilities for Unity 5 1.9 Novem [43] v1.10 Rift 1.10 Novem option to download 50 owned Oculus Go- or Windows SDK Microsoft Windows SDK 0. Oculus SDK Oculus Platform SDK 62.0.0; VSCode VSCode 1.94.2; Nicepage Nicepage 7.5.2; JustDecompile JustDecompile

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Nov 21, 2016 at 7:20pm #123027 For some reason with version 16.2.0 I could get vorpx to work with ReviveInjector. But now with 16.2.1 whenever I try to use ReviveInjector Vorpx errors out with Oculus headset not detected. Was this done on purpose to prevent ReviveInjector from working with vorpx? What changed in the way Vorpx detects oculus headset? Nov 23, 2016 at 3:30pm #123074 The only changes in the hotfix update are the ones mentioned in the release notes. There certainly isn’t anything that would intentionally block Revive. Only thing I can imagine is that it may be caused by compiling this version with the latest Oculus SDK, but that’s nothing that could be addressed.Out of curiosity: what are you using Revive for? Since vorpX supports both Rift and Vive natively that seems somewhat redundant. Nov 24, 2016 at 4:21pm #123113 I’ve been noticing lower performance with Vive mode and screen blinking occasionally and a warning from vorpx saying 29fps poor performance even with Tomb Raider Underworld which is a real old game. However in oculus mode I never had those problems. What you say makes sense…the revive injector probably needs to be recompiled with the latest oculus sdk as well. I wish there was a way to rollback vorpx version or say skip update. Thanks for your reply. Nov 25, 2016 at 12:20am #123120 Update: there was a new revive installer available. I am back up and running with Oculus Rift support using my galaxy s7 at 2560×1440. Incredible. Don’t have positional tracking but not used the majority of times.I also have confirmed that for some strange reason using VorpX in Vive mode takes a massive performance hit resulting in the warning message 29fps so I have no idea what VorpX is doing differently against the whole Riftcat hosting Vive games through Steam VR but Vorpx in Oculus is fast. I already ordered the Wearality 150 degree FOV glasses from amazon to then try out with Riftcat and VorpX. So far I have absolutely no need to buy a Rift or Vive with this better image quality in VorpX. No tracking controllers is the only disadvantage preventing me from running some Steam Vive games. Nov 3, 2018 at 7:26pm #176437 i have this error message with vorpx and battlefield 3: ‘ oculus headset not found’….then bf3 starts, vorpx splashscreen appears on low desktop, but there is no game into oculus. Nov 3, 2018 at 9:07pm #176439 Nov 3, 2018 at 9:08pm #176440 @sapolettosIn VorpX Config under General Have you tried setting the Device selection to SteamVR? That seems to solve a lot of issues. Nov 5, 2018 at 8:14pm #176505 @sapolettosIn VorpX Config under General Have you tried

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User2911

To figure out how to make the tip of your finger touch a world space Unity Canvas.It is important to point out that it is still a preview package, so there might be still some issues as pointed out in the official SDK documentation.Let’s now deep dive into how to use the new Interaction SDK!Clone, Download, Play! Public Github Interaction SDK Setup Don't want to waste time? Test our Oculus Interaction SDK setup!The Oculus Interaction SDK Experimental is a library of modular, composable components that allows developers to implement a range of robust, standardized interactions (including grab, poke, raycast and more) for controllers and hands. We created this repository so that everyone, beginner and seasoned developers, can test out this new SDK by Oculus without the hassle of setting up the development environment yourselves. Just clone/download and hit PLAY!Download Public Github Interaction SDK Setup.How To Install the Oculus Interaction SDKDownload link: time the new SDK is included with the newest Oculus Integration for Unity (unlike the last Meta Avatars SDK released which is still a separate package). So for installing, just make sure you install Oculus Integration version 37.0 through the package manager in Unity 2020.3 LTS (or 2019.4 if you are using legacy XR Setup, more info here).Let's dig in! Example Prefabs and scenesTo start, we can go to the example scenes of the Oculus Interaction SDK, which you can find in the following path after importing Oculus Integration:The first thing we notice after opening one of the scenes, is the environment with some of the new art guidelines we could see in the latest Facebook/Meta Connect, with soft and light colours. It also has a really nice stencil shader in the windows. Very elegant and minimalistic, well done Oculus/Meta.We’ll be testing the scenes with hand tracking, so first,

2025-03-25
User5707

A new kid on the block: The Meta/Oculus Interaction SDK.If you have been developing VR experiences lately, you know that a proper Oculus Interaction SDK has been missing. If you have been using the Oculus/Meta Integration for creating rich hand interactions and intuitive movements for Virtual Reality applications, you know how limited and difficult it can be to start an interaction-rich experience without needing to code most of the stuff yourself.So, how do you integrate Oculus with Unity? What is this Oculus SDK? How do I use the Oculus XR Plugin? How do I download Oculus SDK? Let's get started with Oculus, Oculus Quest Hand Tracking SDK, Meta Quest Development, hand tracking implementation and hands tracking SDK in Unity.Probably, many times you needed to import and use other complementary SDKs such as Unity’s XR Interaction Toolkit, Microsoft’s MRTK, VR Interaction Framework, etc. Well, it looks like those days are (and hopefully might be) over.The Oculus Interaction SDK just released by Meta/Oculus (yes, please let’s keep using the word “Oculus” as long as we can) it’s a very complete set and library of tools, components, prefabs and examples that will tackle all your basic needs when starting to develop better and richer experiences (optional with Passthrough features), including some features asHand Pose grabbing: we can now pre-set how a hand will grab a specific interactableNew ray interactors: to interact with UI in the same way as home menusCurved UI and canvases. Yay! (like Oculus/Meta Menus)Poke interaction: using your index finger to interact with UI, buttons, scroll viewsPose detection, such as detecting a “thumbs up” hand poseComplex Physics grabbing such as two hand based scaling, rotation constraints, etcPreviously, each of these features would have needed an external (and most of the time, paid) third party asset, or multiple nights without sleeping trying

2025-04-12
User8517

NVIDIA CloudXR SDK The NVIDIA CloudXR SDK includes a sample Oculus VR client that is designed to work with VR headsets that support the Oculus VR SDK. The client decodes and renders content that is streamed from the CloudXR server and collects motion and controller data from the VR headset that is sent to the CloudXR server.The VR headset must be capable of decoding 4K HEVC video @ 60fps. The provided sample client has been tested with the Oculus Quest Pro and Oculus Quest 3 devices, running at 72 Hz.Building the Oculus VR Client¶Make sure you have everything needed from the Android Sample Clients system requirements.Copy the OVR mobile SDK zip file that you downloaded into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder and rename the file ovr_sdk.zip.Copy Google Oboe SDK .AAR file (oboe-1.5.0.aar) into the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Copy the CloudXR SDK client package, which is the CloudXR.aar file, from {sdk-root-folder}\Client\Lib\Android folder to the {sdk-root-folder}\Sample\Android\OculusVR\app\libs folder.Run Android Studio.Complete one of the following tasks:Select Open existing Android Studio project on the Welcome screen.Click File > Open.Navigate to {sdk-root-folder}\Sample\Android and open the OculusVR project/folder.Select Build > Make Project.This process should generate an .apk file in the {sdk-root-folder}\Sample\Android\OculusVR\app\build\outputs\apk\debug directory that can be used to debug or be installed manually. You can also automatically generate a debug-signed .apk by directly running from within Android Studio. See Running the Oculus VR Client for more information.NoteTo build from the command-line, run gradlew build from the OculusVR folder.Installing the Oculus VR Client¶NoteThis section is only necessary should you want to manually install from command-line. If you are running through Android Studio, it will take care of the installation, so you can skip ahead to Running the Oculus VR Client.However, the first few steps below may be relevant if you haven’t already set up for debugging on your device.Place the Oculus VR device in developer mode and allow a USB connection in debug mode on the device.Use a USB cable to connect the Oculus VR device to the development system.If prompted on the device to allow connections, select Allow.In a Command Prompt window, navigate to the folder that contains the .apk file that

2025-04-07
User8340

Where can i find the debug tool? I have the runtime 1.3.2 installed and own the CV1.I have been looking for the " OculusDebugTool.exe" but cant find it. Any help is appreciatedthx All forum topics Previous Topic Next Topic 1 ACCEPTED SOLUTION the debug tool is nowhere to be found in the tools DIR.It was moved out of the sdk and is now provided as part of oculus home. You can find it in C:\Program Files (x86)\Oculus\Support\oculus-diagnosticsAuthor: Oculus Monitor, Auto Oculus Touch, Forum Dark Mode, Phantom Touch Remover, X-Plane FixerHardware: Threadripper 1950x, MSI Gaming Trio 2080TI, Asrock X399 TaichHeadsets: Wrap 1200VR, DK1, DK2, CV1, Rift-S, GearVR, Go, Quest, Quest 2, Reverb G2, Quest 3 12 REPLIES 12 Thx HeavyGroovez. Didnt know that i had to download it.You really helped me 😉 With this tool the resolution in Assetto Corsa is much better now.Thumbs up!!!!! Please note that all development discussion should be in the Developer forum. Click the drop-down menu on the top right of the forum (looks like Community with a down arrow) and choose Developer, then click into the proper section (i.e. PC Development). Thanks. AMD Ryzen 7 1800X | MSI X370 Titanium | G.Skill 16GB DDR4 3200 | EVGA SuperNOVA 1000 | Corsair Hydro H110iGigabyte RX Vega 64 x2 | Samsung 960 Evo M.2 500GB | Seagate FireCuda SSHD 2TB | Phanteks ENTHOO EVOLV Hi there.I've tried to run the Debug Tool and it keeps on saying "Unable to connect to service, or an HMD isn't connected"I

2025-04-17
User1168

Squares are the ProximityFields.Example scene 3: BasicPoseDetectionWe can create new poses to be recognized by right clicking in our Project window and clicking on Create>Oculus>Interaction>SDK>Pose Detection> Shape.A Shape Recognizer is a scriptable object that stores all the states of the different fingers, so for example, the thumbs up pose consists of the thumb finger Curl set to Open, and the rest of the fingers Curl and Flexion set to Not Open. These are medical concepts from the movement of fingers and muscles in general, I found this video explaining them a bit.Example scene 4: ComplexGrabTranslate on Plane: This is a great example on how the new interactables can be configured to create interactions with constraints, like a plane.Rotate with min/max angle: Finally, we can configure our own doors, let's hope it doesn't turn into a nightmare as it's been happening since always in the history of game engines. Transform: We can also, finally, have 2 hand based interactions such as scaling an object, something very useful in design and creative apps. We can also test throwing and physics behaviors in this example, great!Example scene 5: BasicRayHere we can see 3 different types of curved, yes, curved canvases with different type of rendering modes: Alpha Blended, Underlay and Alpha Cutout. We can interact with them with a ray coming from the hands which feels exactly the same as when interacting with Oculus’ menuses in Home.Summary: Realistic hand & controller interactions have now become much more easy!With this Oculus Interaction SDK, Oculus Interaction Integration is starting to fill a big gap existing since the release of some more advanced interaction SDKs such as MRTK for example. The Interaction SDK is still not as complete as Microsoft’s counterpart, but it is definitely a very solid start.I also think that with this SDK, Oculus/Meta

2025-04-13

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