Hand Tracking Authorization

Hello, is it possible to handle the case that the user denies the hand tracking somehow? Preferably in Unity but it would be also fine if we have to check it in Xcode.

We would like to offer an alternative way of controlling the game if the users denies the hand tracking and unfortunately we couldn’t find a way so far yet.

At the moment, this data is not exposed to you publicly. I think the hand subsystem will always be running, even if authorization is denied. Could you please go to the visionOS Roadmap and submit this as an idea so we can track it?

In the meantime, you are able to “embed” the com.unity.xr.visionos package and modify it. Just copy the package folder from Library/PackageCache to Packages in your Unity project and drop the @0.7.1 from the folder name. When you come back to the Editor, it will re-import the package and from then on you can modify the C# code. Take a look at VisionOSSessionSubsystem.cs and see if you can expose the results you get in QueryAuthorizationResultsHandler.

Hope this helps!

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Thanks for the information! I submitted the idea on the roadmap and will take a look into your suggestion!

It would still be great if this could be fixed as soon as possible as I guess all games with hand tracking will need this at some point.

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It’s been a few months now, what is the correct way of handling the hand tracking being denied?

Just a bump on this, it’s now 1.2.3 - is modifying the com.unity.xr.visionos package as @mtschoen suggests still the only way to do this?

Hi there. Thank you for your patience on this issue. We have implemented a solution for this and it should be available in the next release.

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Was this implemented as part of 1.3.1, or is 2.0-pre9 required?

Found it, 1.3.0 Changelog | Apple visionOS XR Plugin | 1.3.1