I guess most Quest fans already heard about (or saw) the new hand tracking features.
As far as I know it will be available “early” 2020 for the consumer version.
But I also heard that it is already available to devs to play around with it. So is it already possible to use the new hand tracking features of the Quest with Unity or is it currently limited to a few selected devs?
I want to make a “Virtual Pet” game/app and hand tracking would be perfect for it.
Klingons have stolen the hand tracking, we must wait for their developers to capture the Klingons and release the functionality from their grips. We will maybe get an update on it a good 6 months after the Quest hand-tracking functionality is out to the public. Damn Klingons
We’re excited about it too, as soon as we have news / dates / etc we’ll let you know.
We do already have rudimentary hand tracking support in the engine (Unity - Manual: Unity XR Input scroll down a bit to Accessing hand-tracking data) and we’re looking at making that a lot more user friendly.
Did you have any chance to test this? It’s kinda annoying to test these kind of things with no real editor support for the Quest (I know there is Link, but that’s just “fake Quest as Rift mode” so Quest features like hand tracking still won’t work in the editor even with Oculus Link)
[SOLVED]
Restart Oculus Quest after system is updated.
Hello all,
Did anyone here got the hand tracking working on Oculus Quest?
The build of the Train scene from Oculus Integration, did not work for me…
I can’t even enable the “hand tracking” option on Oculus quest: this article says "enable the hand tracking in settings → all-> experimental features. but I don’t have this option on the quest we have.
Please share how you got it to work?
[EDIT]
Opened bug report on Oculus developer Center