The Unity CustomHands sample scene demonstrates how to use custom hands in an app.
In this scene, the user has a pair of custom hands that can be moved around and posed.
Custom hands and Oculus Avatars are the two supported options for high-quality hands in applications. To see avatar hands with similar functionality, see the AvatarGrab Sample Scene topic.
The goal of this topic is to help you use the prefabs and components that make custom hands work. You can also use this sample scene as a starting point for your own application.

This section briefly describes the prefabs that make the core functionality of this scene work.
OVRGrabber grabbing functionality.These prefabs are used to implement custom hands. They also have the same basic grabbing ability as the avatar hands in AvatarGrab (although there is nothing grabbable in this scene). Their components are as follows:
A standard Unity component that allows physics to be applied to an object. It is required to allow physical interaction with other objects in the scene. It’s included here to support OVRGrabber.
Enables the hands to grab and interact with objects that have been configured with an OVRGrabbable component. For more detailed information on grabbing functionality, see AvatarGrab.
This component implements the custom hands, specifies their controller assignment, and handles posing and animation. The following are its properties:
As shown in the sample, adding custom hands just requires you to add the CustomHandLeft and CustomHandRight prefabs. They come equipped with models and animators you can use and modify in your own applications.