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The Importance of Hand Tracking UX Design

The Ghost Howls

The article Dejan has written is a big collection of tutorials, suggestions, and tips about developing applications that use hand tracking. It starts with how you can install Unity and get started with hand tracking development and then proceeds with some suggestions about hands tracking UX.

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Meta Releases ‘First Hand’ Demo to Showcase Quest Hand-tracking to Developers

Road to VR

Meta this week released a new demo app called First Hand to showcase the kind of experiences that developers can build with the company’s controllerless hand-tracking tools. But what’s better than a good hands-on example?

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The Design & Implementation of Hand-tracking in ‘Myst’

Road to VR

Using Presence Platform’s upgraded Hand Tracking API , we introduced Hand Tracking with our most recent update to Myst on the Meta Quest Platform, titled ‘Hands & More’ We’re super excited to finally let folks play Myst on Quest without physical controllers! Designing Navigation for Hand Tracking.

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Case Study: The Design Behind ‘Cubism’s’ Hand-tracking

Road to VR

Hand tracking first became available on the Oculus Quest back in late 2019. Out of enthusiasm for this new input method, I published a demo of Cubism to SideQuest with experimental hand tracking support only a few days later. This informed most of the design decisions regarding hand input. Dynamic Hand Smoothing.

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13 Tips & Tricks to Get the Most Out of Quest 3

Road to VR

Here’s a breakdown of tips and tricks you’ll definitely want to know. Switch Between Controller-tracking and Hand-tracking For the most part, Quest 3 is pretty good about understanding that setting your controllers on a flat surface means you want to start using hand-tracking.

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‘Unplugged’ Review – Rock Star Ambitions Stifled by Quest’s Hand-tracking

Road to VR

Unplugged is like Guitar Hero, although instead of picking up a dedicated peripheral and jamming away, it relies on Quest’s native hand-tracking to let you shred on an air guitar without controllers. And the lack of 100 percent precise hand-tracking is a shame, because everything else about Unplugged is legitimately awesome.

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How to get started with Oculus Quest hands tracking SDK in Unity

The Ghost Howls

I want to start this year and this decade (that will be pervaded by immersive technologies) with an amazing tutorial about how you can get started with Oculus Quest hands tracking SDK and create in Unity fantastic VR experiences with natural interactions! It is a step by step guide that will make you a hands-tracking-SDK master!