Desktop
Last updated
Last updated
These steps are a continuation of the first part of this guide.
Switch target platfrom to Standalone (PC, Mac & Linux).
In the Project window, within the Packages folder, search for "DefaultSetup". You should see some entries.
Drag & drop the prefab DefaultSetup.Desktop to your scene.
This prefab contains:
Camera that is child of avatar's origin.
HPTK singleton with default configuration assets and default Input Data Providers.
Input Data Providers (IDPs):
On both PlayMode and build, PoseSkeletonTrackers will be used. You can move/rotate/animate those IDPs for testing and debugging purposes
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 (LICENSE).
Puppet (slave) hand with colliders.
Input module.
Gesture Detection module.
Including an extra gesture for PowerGrip pose (HandPoseMatch).
Puppet module.
Contact Detection module.
Add some colliders and rigidobdies to play with. Try to control them in PlayMode by moving/rotating the PoseSkeletonTrackers.
Add some logic to move/rotate/animate pose trackers in build using your mouse & keyboard. Build and install your app in your device. You now should be able to control the physical hands of DefaultAvatar with your mouse & keyboard (yay!).