Comments (5)
Hello,
The current specification works only when Assets/HandMR/Prefabs/HandMRManager.prefab
(or HandMRManagerURP.prefab
) is placed in the scene.
Please reply if it does not work well even if you place it in.
from handmr.
Thank you very much for the quick reply!
Yes the scene has the HandMRManager.prefab
. The main issue was related to the HandMR's default input action assets, when I was enabling the actionAsset to use the input events then centerEyeRotation binding was not working. I removed it from action asset now the input asset is working fine.
Also I found few more gestures on the input action, but I could not found on the documentation about how to trigger those. Can you please help me with it?
from handmr.
Also I found few more gestures on the input action, but I could not found on the documentation about how to trigger those. Can you please help me with it?
Only the one with the closest hand shape among them will be true.
(Now that I think about it, "handPose" was more accurate than "gesture".)
from handmr.
Thank you very much for the responce also I would like to know if there any way to detect the hand position on the screen?
Actually we are gonna use the hand to interract with the UI and other 3D objects. So we need to use the raycast to detect the objects or UI elements.
Edit: I just checked the variable DefaultPosition
on HandMRManager.cs
, is that the position of the hand?
from handmr.
If you're using InputSystem, you can get it with <XRController>{LeftHand}/devicePosition
.
Alternatively, you can get HandCenterPosition
on HandVRSphereHand.cs
.
By the way, DefaultPosition
is the default position when the scene starts.
from handmr.
Related Issues (10)
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