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NON906 avatar NON906 commented on June 19, 2024

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.

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rahull1616dass avatar rahull1616dass commented on June 19, 2024

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?

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NON906 avatar NON906 commented on June 19, 2024

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".)

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rahull1616dass avatar rahull1616dass commented on June 19, 2024

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?

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NON906 avatar NON906 commented on June 19, 2024

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.

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