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License: MIT License
An example of how to transmit Quest hand-tracking-data over the network.
License: MIT License
In the Quest lobby, your hands are the correct size - fingertips can actually touch fingertips.
In this app, the hand model (the grey skinned mesh provided by Oculus) seems to not scale finger length with actual detected finger positions.
This could be a model positioning error or it could be just an outdated API on the Unity integration of the Oculus API. Will need to investigate.
In the Readme.md, under the Installing and Running... section, step 3 instructs to view the added NormcoreAppSettings file in the Unity inspector.
Step3
"Navigate to /Assets/Normal/Internal/Resources/
and view the added NormcoreAppSettings
file in the Unity inspector. You will need to add your own app key to this, which you can obtain from NormalVR (free)."
Yet, there is no NormcoreAppSettings
file in the given path. Please see the attached screen capture below.
In the Readme.md, under the Installing and Running... section, step 3 instructs to view the added NormcoreAppSettings file in the Unity inspector.
Step3
"Navigate to /Assets/Normal/Internal/Resources/
and view the added NormcoreAppSettings
file in the Unity inspector. You will need to add your own app key to this, which you can obtain from NormalVR (free)."
Yet, there is no NormcoreAppSettings
file in the given path. Please see the attached screen capture below.
The StringBuilder calls in the skeleton serializer are a good start, but they are still producing garbage (specifically on the .localRotation.x.ToString()
calls). This can case a significant GC spike every few seconds.
The local hand positions seem to be okay, but the rotation of the hands is inverted and the fingers don't animate. This only applies to the grey hand models (the local OVR Camera Rig hands, not the networked hands).
The local copy of the networked hands work fine.
The interesting thing here is that the networked hands are pulling data from the grey-hand-data-store, so there must be some sort of editor-only code on the Oculus API that is fudging the local display of the hands.
This is not an issue in builds.
When curling your fingers, the networked copy (pink hands) go further than the grey hands do, causing your fingertips to overlap a bit.
Not sure what is causing this; might be a desync between the grey and pink models or could be data recording error. will need to investigate.
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