Use Capsense
Updated: Jul 15, 2024
Capsense provides logical hand poses when using controllers. It uses tracked controller data to provide a standard set of hand animations and poses for supported Oculus controllers. For consistency, we provide the Oculus Home hand and controller visuals. Capsense supports two styles of hand poses.
- Natural hand poses: These are designed to look as if the user is not using a controller and is interacting naturally with their hand.
- Controller hand pose: These are designed to be rendered while also rendering the controller. We provide different shapes depending on the controller type. Currently Capsense supports the Quest 2, Quest 3, and Quest Pro controllers.
- Benefit from best in class logical hand implementation and future improvements instead of investing in a custom implementation.
- Due to limitations in the current plugin implementation, in Unity, if hand tracking is enabled and the hand is not on the controller, the hand poses will use the hand tracking data.
- When using Link on PC, pose data for controllers is unavailable when you’re not actively using them (such as when they’re lying on a table).
- In Unity, due to the object hierarchy on the OVRCameraRig Tracking Space, it is non-trivial to provide the hand data and the controller data simultaneously with the legacy anchors. This has required us to create multiple new anchors on the Tracking Space and to add gating logic on the controller and hands prefabs. The gating logic determines if the prefabs should render.
Prior to v65, handscale was ignored for hand tracking whenever capsense was enabled. To fix this, you need to rebuild your project with Core SDK v65 or higher.
- Supported devices: Quest 2, Quest Pro, Quest 3 and all future devices.
- Unity 2022.3.15f1+ (Unity 6+ is recommended)
- Meta XR Core SDK v62+
- Fully compatible with Wide Motion Mode (WMM).
- Using capsense for hands with body tracking through MSDK will both work simultaneously, but they have a different implementation of converting controller data to hands, so the position and orientation of joints will be slightly different.
To enable, disable, or control the use of capsense in Unreal Engine, use the Set Controller Driven Hand Poses Blueprint node.
The Controller Driven Hand Poses Blueprint Node.How can I confirm Capsense is running on my headset?
In your headset, you should see either hands instead of controllers or hands holding controllers. Also, hand pose data should be provided while the hands are active with the controllers.
Can I evaluate the feature on my headset without changing my code?
No, using Capsense requires some code changes.