Hallo
I followed Justin P Barnet’s tutorial and it works perfectly. I can move forward and rotate with my controllers.
I also have a quest2.
However I cannot get my controllers to be visible with hands.
I first tried with a controller I downloaded from the site below. developer.oculus.com/downloads/package/oculus-controller-art/
But I can’t get the controller to be visible.
If I link my quest with the cable and set up my quest without entering playmode I do see the controllers with hands and even part arms. See Attachmend.
As it can be seen there I would also like to see in my Unity project in playmode.
Does anyone know how to get the controllers with hands visible at all in your Unity project?
good morning Jos. In your Quest 2 when you start it you see hands and controller because everything is set up for it to do so. Whereas on unity you have to add, if you use the XR Interaction Toolkit, the prefabs of the hand or controller models. (as in the picture) as children of “LefHandController” and “RightHandController” within XR Origin.
or Alternatively, you could simply attach one of the models in the ‘Model Prefab’ section within the (Action-based) XR Controller in the LefHandController or RightHandController (Which in my image I renamed then LeftHand and RightHand.):
I hope everything is clear. If you have any problems let me know. As for the fact that both hands and controllers are displayed in your Quest 2, it is simply because the software has already set everything up correctly. And it is slightly different from the settings on Unity. One would have to ask Meta how he did it.
So now I see the hands containing the Quest controllers.
I already changed the collor.
However I cannot get the movement of the fingers added.
At some point you have to drag the CustomHand models from the hierarchy into the script. And that’s where it goes wrong, I can’t get the CustomHand models dragged into the script.