Below is an overview of how you can show hand models in your Unity Oculus Quest project even while using the controllers for input:
- Get the Package: First, import the Oculus Integration package from the Unity Asset Store. This package contains prefabs and scripts for both controller and hand tracking functionality.
- Add the Rig: Place the OVRCameraRig into your scene. This prefab handles camera placement, tracking, and contains references to the left/right controller anchors.
- Locate Controller GameObjects: In the OVRCameraRig hierarchy, you’ll find separate GameObjects for the left and right controllers.
- Swap Models: Instead of using the default controller models, attach or instantiate hand model prefabs (often provided as OVRHandPrefab in the Oculus Integration package) as children of the corresponding controller anchors.
- Disable Controller Visuals: If your scene already has controller models, you might want to disable or remove their renderers so only the hand models are visible.
- Add Hand Scripts: Ensure each hand prefab includes the necessary scripts (like OVRHand and OVRHandRenderer) to drive the animations based on controller input.
- Mapping Input to Animation: These scripts will typically read controller input (for instance, trigger and grip values) and update the hand animations accordingly, so the hand poses mimic a natural grip.
- Hand Tracking Options: In the OVRManager component (usually attached to your OVRCameraRig or a central game object), check the “Hand Tracking Support” option. You can set it to “Controllers and Hands” if you want to use controllers for input while displaying hand animations.
- Run Your Scene: Enter Play mode and test the hand animations. You should see your hand models move according to your controller inputs.
- Tweak as Needed: Adjust the animator parameters, script settings, or hand model positions if the movements don’t match your expectations.
- Custom Hand Models: If you’re using custom hand models, ensure they are rigged similarly to the provided Oculus hand models so that they can properly respond to the input data.
- Debugging: Check the console for any warnings or errors related to the hand tracking scripts, and verify that the input values (trigger, grip) are being read correctly.
By following these steps, you can effectively display hand models in your Oculus Quest Unity project, even though you’re using controllers as the input device. This setup provides a more immersive experience by showing hands in-game without losing the precision that controller input offers.