Hand Tracking & Button Logic Editor

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  • May 19, 2025 at 9:58 am #1555

    I would like to use the Oculus hand tracking system instead of controllers in the World Builder. Could you provide information on how to set this up? Additionally, could you share the logic editor or scripting interface for the button, slider, and knob?

    May 19, 2025 at 11:10 am #1556

    If the hand tracking doesn’t work, the reason could be that you need activate the developer mode in the settings of the headset and in the Meta Quest Link App. To do that you need to have a Meta Developer Account and you need to be part of an organization.

    Concerning your second question, could you provide further details, what you want to achieve? More information would help us to identify your specific needs better.

    May 19, 2025 at 11:48 am #1557

    Everything is set up correctly outside of World Builder, and hand tracking works fine in Unity. How can I enable the same functionality within World Builder?

    As for the second question, I’m working on a cockpit simulator and would like to modify the interactables—for example, changing the slider’s direction axis. Could you guide me on how to customize these components?

    May 19, 2025 at 1:00 pm #1558

    Hand tracking is only available in Portal Hopper, not in World Builder. In Portal Hopper, hand tracking should be automatically active, when the controllers are not moved for some seconds. So just put them on the table or elsewhere and only use your hands. Make sure developer mode is toggled as mentioned before.

    In the current release hand interactions with sliders or buttons don’t work yet, but this has already been implemented and will be released soon.

    To change the slider’s direction axis, you can rotate the slider object around the z-axis.Screenshot 2025-05-19 145953

    For other slider settings use the slider inspector:
    Screenshot 2025-05-19 150450
    You can connect signals that are setting or receiving the value of the slider with the buttons behind the value slider.

    • This reply was modified 1 month ago by jason.horn.
    • This reply was modified 1 month ago by jason.horn.
    May 19, 2025 at 3:28 pm #1562

    Further information about sliders, buttons and knobs can be found in the documentation:
    https://www.portalsunited.com/docs/world-builder-sliders-knobs/
    https://www.portalsunited.com/docs/world-builder-buttons/

    Please let me know, if you encounter further questions or issues.

     

    May 20, 2025 at 8:23 am #1574

    I added some 3D models in .glb format (and later in .fbx as well), but when I select them from the dropdown list—as shown in the screenshot below—the mesh of the object doesn’t update to the selected model.

    dimmer

    Additionally, I’m unclear about the difference between the Asset and the Object in the knob/slider inspector window, as shown in the following screenshot.

    May 20, 2025 at 8:35 am #1576

    I double checked both Asset and Object mode of slider and knob. The object mode works, but the asset mode doesn’t work. This will be fixed asap.

    For your understanding:
    In Asset mode a new object will be placed at the position of the slider handle/turning knob.
    In Object mode an existing object in the location will become the slider handle/turning knob. You can test this when you change the value in the inspector. You should see the assigned object in the location moving.

    So for now, I would ask you to work with the object mode until the problem with the asset mode is fixed.

    May 20, 2025 at 9:07 am #1577

    In Object mode, the 3D model rotates correctly when I change the value in the inspector, but it doesn’t rotate when I try to turn it in VR.

    May 20, 2025 at 9:35 am #1578

    Ok, thanks for that information. I will look into it. I suppose, you are talking about the knob.

    May 20, 2025 at 9:39 am #1579

    Are you trying to rotate it with hand tracking or with the controller?

    May 20, 2025 at 9:44 am #1580

    I still can’t get hand tracking to work in Portal Hopper, even though it works perfectly in Unity using the Oculus SDK. So for now, I’m only testing with the controllers. Could the issue be that I’m using a Quest 2?

    May 22, 2025 at 8:28 am #1595

    The reason we want to change the meshes is that we want to make a learning interaction scenario in a cockpit. Thus we need to change the meshes of the cockpit button, knob and slider for the training scenario to be more accurate.

    May 22, 2025 at 9:31 am #1599

    For Hand Tracking to work in a Unity build (and of course the Portal Hopper is a Unity build) you need to register as a developer at Oculus/Meta. We are using OpenXR with the hand tracking drivers. You can build your Unity project to test and verify that hand tracking is working in your build.

    json2

    May 26, 2025 at 8:03 am #1615

    I have successfully set up hand tracking in Unity, and it works fine there. I am also registered as a developer with Oculus/Meta. Despite all this, I am unable to get hand tracking to work in Portal Hopper. Additionally, I set up some text in World Builder, but when I run Portal Hopper, the text becomes enormous and loses its original size.

    May 27, 2025 at 4:53 pm #1630

    The only choice I see is that you send me your project to robert.malzan@nuromedia.com. I’ll download it and test it here to see what’s going on.

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