UnityXR

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5. Install XR Plug-in Management

In Project Settings / XR Plug-in Management install XR Plug-in Management (if you don't have it yet).

If you're using an Oculus device, set Oculus as plug-in provider.

6. Add the default setup prefab to your scene

In the Project window, within the Packages folder, search for "DefaultSetup". You should see some entries.

Drag & drop the prefab called DefaultSetup.UnityXR into your scene.

This prefab contains:

  • XRRig: preconfigured to use floor as origin and lower camera's near cliping distance.

  • HPTK singleton with default configuration assets and default Input Data Providers.

  • Input Data Providers (IDPs):

    • On PlayMode, PoseSkeletonTrackers will be used. You can move/rotate/animate those IDPs for testing and debugging purposes.

    • On build, UnityXRControllerTracker will be used.

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7. Add an avatar to your scene

In the Project window, within the Packages folder, search for "DefaultAvatar". You should see some entries.

Drag & drop the prefab DefaultAvatar for the render pipeline you are using.

DefaultAvatars contain:

  • Oculus hand models (LICENSEarrow-up-right).

  • Puppet (slave) hand with colliders.

  • Input module.

  • Gesture Detection module.

    • Including an extra gesture for PowerGrip pose (HandPoseMatch).

  • Puppet module.

  • Contact Detection module.

8. Build

Add some colliders and rigidobdies to play with. Try to control them in PlayMode by moving/rotating the PoseSkeletonTrackers.

Build and install your app in your device. You now should be able to control the physical hands of DefaultAvatar with your controllers (yay!).

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