All Oculus Quest developers MUST PASS the concept review prior to gaining publishing access to the Quest Store and additional resources. Submit a concept document for review as early in your Quest application development cycle as possible. For additional information and context, please see Submitting Your App to the Oculus Quest Store.
Developer Preview Disclaimer: Hand tracking is presented as a developer preview feature in this release. Apps using this feature will not currently be accepted for submission into any Oculus release channel until the feature exits the developer preview phase in a future release.
Data Usage Disclaimer: Enabling support for Hand tracking grants your app access to certain user data, such as the user’s estimated hand size and hand pose data. This data is only permitted to be used for enabling hand tracking within your app and is expressly forbidden for any other purpose.
The Unity HandsInteractionTrainScene sample scene demonstrates how you can implement hand tracking to use hands to interact with objects in the physics system. In this sample, users can use their hands to interact with near or distant objects and perform actions that affect the scene.
The purpose of this topic is to introduce you to prefabs, game objects, assets, and scripts that are associated with this scene. You can also use this sample scene as a starting point for your own app.
This section walks through the key prefabs and other game objects that make the core hand tracking functionality in this scene work. These are all described in further detail later in this topic.
InteractableToolsSDKDriver prefab creates tools and allows them to interact with Interactable objects like the buttons, the windmills, and the crossing guards. Components attached to InteractableToolsSDKDriver are:
InteractableToolsCreator creates two tools, the ray and poke tools, which let you interact with near-field and far-field objects. InteractableToolsCreator has two properties:
You can add or take away prefabs from either Left or Right Hand Tools properties. This sample contains the following poke tools, which interact with near-field objects like buttons, and a ray tool, which interacts with far-field objects like windmills and crossing guards:
InteractableToolsInputRouter manages all tools in the scene, and covers cases where you should be using the poke tool instead of the ray tool.
This section provides an overview of the sample scene.
NearFieldItems contains an array of buttons that can be used via poke interactions.
StartStopButtonHousing has the following:
To use prefabs in your own scenes, place the following prefabs into your scene:
The hand tracking sample video demonstrates the use of hands in the HandsInteractionTrainScene scene.