XR Hands with HurricaneVR? (Oculus prefabs)

Hi all! I’m not sure if this is exactly the correct sub-forum, but here it goes:

We’re attempting to use XR Hands to integrate hand tracking into our game. However, we’d also simultaneously like to use HurricaneVR, a Unity extension that provides some nice out-of-the-box posing tools, albeit for controllers. Our problem is that HurricaneVR appears to be based on the Oculus prefabs, which don’t match up with the hand joint bone arrangement provided by XR Hands, as they use a “non-standard hand joint bone arrangement.” Has anyone run into this conflict before or have any idea how we could use XR Hands to drive poses on these prefabs?

The structures aren’t entirely different, but they’re significant enough that it’s not easily apparent to me how we could adapt the existing XR Hand Skeleton Driver to run the prefabs.

Also, I don’t have a lot of experience setting up either system, so it’s possible I’m missing a simple solution. (Or, alternatively, underestimating the complexity of the task!) Thanks!

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I would like an answer to this too.