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How to make an Augmented Virtuality app for Quest in Unity

The Ghost Howls

I wanted just to experiment with technology, not make a product I’m not going to do a step-by-step tutorial, but if you are a bit experienced with Unity, you can use the info I’m providing you to create something similar yourself. The kitchen is the virtual setting, and the box is the real element living in it.

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Meta Quest Debuts ‘First Hand’ Tracking Demo

XR Today - Virtual Reality

Meta Platforms unveiled last week the latest iteration of its hand-tracking technologies as a demo for developers, allowing users to explore virtual worlds with their hands rather than physical controllers. Modular systems for adjusting hand-tracking functions such as pose recognition and velocity tracking.

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Meta Interaction SDK Gets Hand Tracking Teleport Gesture With Demo Game

Upload VR

Meta added a hand tracking teleportation system to its Interaction SDK. The Interaction SDK is a Unity framework providing high quality common hand interactions for controllers and hand tracking. You can try out Meta’s hand tracking teleportation system in the First Hand demo on App Lab.

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Interhaptics latest hand-tracking snapping feature now on the Interaction Builder

ARVR

Well, you will be able to create ever more realistic and accurate hand tracking interactions. The Interaction Builder already includes a wide range of interaction primitives that you can use to enhance your hand-tracking projects. It will also support Unity 3D engine’s latest version Unity 2020+.

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How Sound Design Can Add Texture To A Virtual World

UploadVR Between Realities podcast

Combined with hand tracking and visual feedback, sound even has the power to create the illusion of tactile sensation. In this Exploration, we’ll explore the fundamentals of VR sound design, plus take a deep dive into the auditory world of Blocks. The Unity game engine tries to reinforce this real-world falloff.

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Trends and predictions for XR in 2024

The Ghost Howls

Experiments around MR and natural interactions We are in the middle of a paradigm shift: before the focus was on VR, while now is on MR. Before the focus was on controllers-driven interactions, while now natural interactions (like hand tracking) are getting always more important. Photoshop is doing the same.

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Oculus Quest Passthrough MR Hands-On Impressions

The Ghost Howls

I mean, when hands tracking launched, my social media feed was full of experiments and tests with hands tracking on Quest , there were some crazy ideas like the ones of Daniel Beauchamp that went incredibly viral, we had the fantastic experience Hand Physics Lab released, and so on. Having a grate time.

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