Oculus Integration And Interaction SDK Setup - Interaction SDK #1

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  • čas přidán 28. 08. 2024
  • What is required to get started with VR development ? Learn Meta dev tools such as Oculus Integration, Meta Quest Developer Hub, and Interaction SDK to create advanced hand tracking interactions !
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Komentáře • 98

  • @dilmerv
    @dilmerv  Před 2 lety +1

    📌 This is an updated video with Oculus Integration v42
    📌 Consider subscribing for weekly XR development videos at czcams.com/users/dilmerv thanks

  • @pixelb0i255
    @pixelb0i255 Před rokem +7

    I think it’s time to cover teleportation in depth. You did fantastic job with earlier Oculus Integration. Let’s revisit my dude!!

  • @ronjart
    @ronjart Před 2 lety +4

    I couldn't see my hands just like you, then I realized that I needed to enable hand tracking in the Quest's menu (Settings -> Hands and Controllers)

    • @jacobomuinomorandeira6897
      @jacobomuinomorandeira6897 Před rokem

      Hello, when you said "Quest's menu" where is this menu, in unity or in the headset settings?

    • @ronjart
      @ronjart Před rokem +1

      @@jacobomuinomorandeira6897 the one I'm talking about is on the quest headset.

  • @DavidZobristGames
    @DavidZobristGames Před 2 lety +2

    You dont need the cable, it also works with air link. Nice tutorial. Perfect timing ! The sdk changes a lot each version.

    • @dilmerv
      @dilmerv  Před 2 lety +2

      Thanks for your comment, I use both air-link and the USB-C cable, air-link had latency so I haven’t gone back to it to test it again, how is it working for you ?

    • @DavidZobristGames
      @DavidZobristGames Před 2 lety

      @@dilmerv 90% of the time it works fine.

    • @Dem0VR
      @Dem0VR Před rokem

      @@DavidZobristGames *for you

    • @DavidZobristGames
      @DavidZobristGames Před rokem

      @@Dem0VR Yeah for me. But I have to correct it is more working like 70% of the time. My internet sucks sometimes here.

    • @Dem0VR
      @Dem0VR Před rokem +1

      @@DavidZobristGames sucks for me all the time here

  • @mvollstagg
    @mvollstagg Před 2 lety +1

    I was looking for a new series with v42 but while I was watching this I got notification from Unity about v43 just has come. :D

    • @dilmerv
      @dilmerv  Před 2 lety

      😊 thanks for the info, the setup should be the same, I will upgrade to v43 for the next video.

    • @mvollstagg
      @mvollstagg Před 2 lety

      @@dilmerv Thanks man. You and your works are amazing. I appreciete!

    • @dilmerv
      @dilmerv  Před 2 lety

      Oh man thank you that’s very kind and best to you in anything you do 🙏

    • @michaelperkins1119
      @michaelperkins1119 Před 2 lety

      same for me 😅

  • @ALQAWSI
    @ALQAWSI Před rokem

    if you have virtual desktop you don't need to go through all of these things in the beginning
    I tried it, it worked with me fine :)

    • @dilmerv
      @dilmerv  Před rokem

      How did you use virtual desktop ? I am a bit confused of how that could be used here.

    • @ALQAWSI
      @ALQAWSI Před rokem

      @@dilmerv virtual desktop will recognize the Oculus quest as its like the oculus link
      if you want to see I can show you how, I sent you an email with my discord

  • @hunttyur
    @hunttyur Před rokem

    thank you with your help I managed to proceed a little with the project.

    • @dilmerv
      @dilmerv  Před rokem

      I am glad this video helped you ! Thanks for your feedback.

  • @khalill7255
    @khalill7255 Před rokem +1

    Hey Man Amazing tutorial, im just stuck where when i go to oculus, tools, OVR Utilities Plugin, i wasnt able to switch to Legacy because it wasnt there, what should i do to have it show? please help, Thank you

  • @itsJDarts
    @itsJDarts Před 2 měsíci

    Beautiful work

    • @dilmerv
      @dilmerv  Před 2 měsíci

      Thank you for your comment !

  • @narendrarocks1989
    @narendrarocks1989 Před 2 lety

    Great work!
    Can you please do a video on hand recording for grabbing models with Hand in it. Thanks in advance.

  • @andrewklukas3633
    @andrewklukas3633 Před rokem +2

    What is the device on the front of the headset and what is its purpose? I want to learn about applying this in the context of inverse kinematics and am obviously starting from zero!

    • @dilmerv
      @dilmerv  Před rokem

      My device has a Ultraleap camera which I use for other prototypes I am working with. Normally you don’t need this since Oculus has its own hand tracking tech.

    • @andrewklukas3633
      @andrewklukas3633 Před rokem

      @@dilmerv Thank you!

  • @THE_ONLY_GOD
    @THE_ONLY_GOD Před 2 lety

    Found this while looking for HOW TO ADD SMOOTH LOCOMOTION to Oculus Integration in Unity? Annoying how much of a convoluted mess some of the Oculus Integration seems to be and adding all the new XR plugins and XR interaction kit in Unity has sadly made that more messy.

  • @ericlyons11
    @ericlyons11 Před 2 lety

    This was just 1 day late for me, I fumbled through this setup yesterday. At least this will be a good reference for others or if I forget. I've been playing around with the hands and want to create some new custom mesh hands. For example maybe some with longer forearms or some alien hands. Do you know how to import hands or create hands from scratch? Thanks

  • @vrfxrealtime
    @vrfxrealtime Před rokem

    amazing! thanks for sharing!

    • @dilmerv
      @dilmerv  Před rokem

      I am glad you liked it thank you !

  • @user-we6si4mi3x
    @user-we6si4mi3x Před rokem

    Thanks soo much you for the Video!!

  • @globaleader2
    @globaleader2 Před rokem

    Can i ask why my OVRhands is invisible? i can see controllers. but, if i lay down controllers, it can perceive hands but it is invisible... i can see only handtracking pinch button. is it transparent?? please help me...😭 (i already turn on the handtracking setting in oculus)

  • @relivoaddad
    @relivoaddad Před rokem +1

    Hi Dilmer! Your videos have been invaluable for understanding how to use this toolkit so thank you! Quick Question: do you think it's possible/advisable to have a template project with both Unity Interaction Toolkit and Oculus Integration installed so that one can switch bewteen the two depending on the project? I need to build basic asset templates like menus to be compatible with both but afraid of conflicts.

    • @dilmerv
      @dilmerv  Před rokem +1

      Hey Oli, I personally use both all the time and there shouldn’t be any conflicts between the two, Unity XR Toolkit works well with Oculus Integration.
      Great question and if you have any problems let me know.

    • @relivoaddad
      @relivoaddad Před rokem

      @@dilmerv thank you so much! So I'm assuming you switch between unity openXR plugin and oculus XRplugin and keep both interaction sdk packages installed?
      I'm on my first paid project as a programmer and it's also thanks to your videos! Do you have a Discord channel?

    • @dilmerv
      @dilmerv  Před rokem +1

      That’s correct, I would toggle between the two unless one day Meta / Oculus decides to follow standards and we can use the vanilla Unity OpenXR package for both 😀

    • @dilmerv
      @dilmerv  Před rokem

      Yes I have a discord and there are many XR devs there, here you go discord.gg/eYnWzg92

    • @relivoaddad
      @relivoaddad Před rokem

      @@dilmerv Awesome! Thanks for that :-)

  • @bencrystal522
    @bencrystal522 Před rokem +2

    Hey! Thank you for your tutorials! Do you happen to know if there's a way to change the hand tracking rate? The Meta "First Hands" demo seems to move a lot more smoothly than the hands in these included examples and samples.

    • @dilmerv
      @dilmerv  Před rokem +1

      Under the OVR Camera Rig there are options to use Version 2.0 and also the rate can be changed :)

    • @bencrystal522
      @bencrystal522 Před rokem

      @@dilmerv You're the man! 🥳 Thank you!

    • @dilmerv
      @dilmerv  Před rokem +1

      You are welcome Ben thank you !

  • @osmanDemir104
    @osmanDemir104 Před 2 lety

    Thanks Dilmer,

    • @dilmerv
      @dilmerv  Před 2 lety

      You are very welcome 🙏

  • @THE_ONLY_GOD
    @THE_ONLY_GOD Před 2 lety

    Dilmer: Thanks for posting that video! HOW TO ADD SMOOTH LOCOMOTION to Oculus Integration in Unity? Modified that locomotion script with the snapturn (snapturn...bleh) to make that do smooth locomotion and smooth translation, but when tried to add that to an Integration example it has an offset for some reason that has been challenging to locate. Solutions? Thanks in advance!

  • @Axel0689
    @Axel0689 Před rokem

    I have followed the guide but during the scene, I see everything, I can move my head, i see my hands (after enable tracking hands on Quest) but the controllers are not displayed. So I can't interact. Why is that?

  • @MrJostrooper
    @MrJostrooper Před rokem

    How about continues movement with the joystick? Is that working. Can you then walk/ move in you’re scene?

  • @demircb
    @demircb Před 2 lety

    Great , works perfectly !

    • @dilmerv
      @dilmerv  Před 2 lety

      Glad to hear thanks for the info !

  • @vloggingwithmichael7635
    @vloggingwithmichael7635 Před 3 měsíci

    In oculus developer hub need to connect the credit card?

  • @AlexOrzaez
    @AlexOrzaez Před 2 lety

    Hi! When using the newer version of Oculus integration, if the OVRCameraRig (or similar) is not in the 0,0,0 coordenates, the hands appear really far, like an offset. COuld you explain how to solve it please?

  • @TyI3orG
    @TyI3orG Před rokem +1

    Hey Dilmer, thanks for the great video. I am running into an issue when i try to split application binary building for Quest. The application won't open, when i have that activated and set XR to Oculus, Any idea for this issue?

    • @dilmerv
      @dilmerv  Před rokem

      Not 100% sure, let me try that tomorrow and get back to you, have you try running logcat against the quest 2 as it opens ?

    • @TyI3orG
      @TyI3orG Před rokem

      @@dilmerv Hi Dilmer, sorry for the late response. Appreciate you looking into this. I did try logcat and didn't see any noticeable error in the log.

  • @TonyMakkar
    @TonyMakkar Před 2 lety +1

    Thanks! I managed to do everything up to the point of launching Quest Link from within the Quest 2. It tries to launch but hangs. When I go to the Oculus PC app I see the error message: Oculus is not set as the default OpenXR Runtime. And when I try to change it to the default, nothing happens. Do you have any idea how to fix this? I have searched for a solution and cannot find it.

    • @dilmerv
      @dilmerv  Před 2 lety

      Try checking to see if you have the latest OS in the Oculus Quest 2, also perhaps try restarting your computer and the Quest 2, this sound like a process is stuck on your system.
      Let me know if that works thanks

  • @francagir
    @francagir Před rokem +1

    In my case happens the opposite, hand tracking is the only thing working and "Controllers only" is setted

    • @dilmerv
      @dilmerv  Před rokem +1

      Interesting, did you solve this ? I haven’t had issues but I could cover this soon if needed.

    • @francagir
      @francagir Před rokem

      @@dilmerv Kinda haha, i don't remember all I did, but mostly was reinstall Oculus plugin with older version (I was using 47, and downgrade to 42.0v) and re-do their prefab from zero

  • @Ricker-qv9mh
    @Ricker-qv9mh Před rokem

    Hello very good video but I have a question. I have .json files that are in the Assets folder, but when I create the apk and run it on the oculus, it doesn't seem to read the files. Will it be the path that changes inside the apk or do I need to do a configuration to include files inside the apk? I'm new to this, thanks for your videos.

  • @everysimotv3837
    @everysimotv3837 Před rokem +1

    Do you know how to sync Meta Avatar Hands with Interation SDK?

    • @dilmerv
      @dilmerv  Před rokem

      Good question but I haven’t integrated both SDKs just yet, thanks for the info !

  • @Slaughterfr
    @Slaughterfr Před rokem

    Hi Dilmer, thank you very much for these tutorials.
    However, there is something missing that I don't know how to do.
    In the oculus examples there is "HandGrabUseExamples" where we use a spraybottle.
    Could you make a tuto on this one with a gun for example?
    Thanks

    • @dilmerv
      @dilmerv  Před rokem +1

      Thanks for your feedback and yes I am making a new video about it 👍

    • @Slaughterfr
      @Slaughterfr Před rokem

      @@dilmerv thank you, I look forward to it

  • @pcmobitab
    @pcmobitab Před 2 lety +1

    0:0:10 what is the gadget in front of the headset?

    • @dilmerv
      @dilmerv  Před 2 lety

      That’s the Ultraleap Hand tracking cameras which I have been testing for a few weeks. Oculus has built-in hand tracking so this is just for R&D.

    • @pcmobitab
      @pcmobitab Před 2 lety

      Thanks for the info 🙏🏻

  • @vloggingwithmichael7635
    @vloggingwithmichael7635 Před 3 měsíci

    I need rtx 3060 and up to connect oculus to my laptop. 😢😢

  • @pixelb0i255
    @pixelb0i255 Před rokem

    Weird thing maybe you can cover. If the OVRCameraRig is moved in editor, the hands are off at runtime. Even parenting ovr doesn’t work. Any tips ?

    • @CubesAndPortals
      @CubesAndPortals Před rokem +1

      I have no idea if this works, but consider moving the OVRCameraRig to the different location with a script, like in the start() check for a gameobject with tag "initial rig position" and if found, move to it. That way you can keep the rig transform all zero'd out while moving the starting position.

  • @benolivier6186
    @benolivier6186 Před rokem

    Hi Dilmer. I'm also getting the following error in play mode, and hands not showing up in build. Seems the Hand Filter component on the HandData GameObject is disabled at runtime. Im using Unity 2021.3.15f1 on Mac OS 13.1. Any idea how to fix?
    DllNotFoundException: InteractionSdk assembly: type: member:(null)
    Oculus.Interaction.Input.Filter.HandFilter.Awake () (at Assets/Oculus/Interaction/Runtime/Scripts/Input/Hands/DataModifiers/HandFilter.cs:141)

    • @benolivier6186
      @benolivier6186 Před rokem

      Update for anyone with the same issue: Fixed by a simple script that enables the Hand Filter components at start

  • @adaguirr
    @adaguirr Před rokem

    Hi Dilmer, I keep getting a DLLNotFoundException IneractionSDK assembly Error. Is there a fix for this?

    • @dilmerv
      @dilmerv  Před rokem

      Hello ! When are you getting this error ? What OS is this executing on ?

    • @adaguirr
      @adaguirr Před rokem

      @@dilmerv I am running unity 2021.3.18f1 on Mas OS 12.6.3. I see that error when I press play/run the scene on the unity editor.

  • @PawanPraveen2014
    @PawanPraveen2014 Před rokem

    Hi, Dilmer, I am facing an issue while integrating Oculus hand interaction. I am using Unity 2021.3.11. I am using it along with the VR interaction framework tool kit.

    • @dilmerv
      @dilmerv  Před rokem

      What the problem? error?

  • @danieltabares6669
    @danieltabares6669 Před rokem

    Ayuda por favor
    Hola Dilmer !!!, pregunto: puedo poner en el oculus 2 el sample HDRP que viene con Unity (el que tiene 3 ambientes y aparece una bolo dorada con el logo de Unity)Y EDITARLO Y CARGARLO EN EL Oculus??? gracias

    • @dilmerv
      @dilmerv  Před rokem

      Si puedes pero tendrías que revisar que rinda bien en el Oculus Quest, también necesitarías correr Vulkan como el motor gráfico en Unity, suerte saludos!

    • @danieltabares6669
      @danieltabares6669 Před rokem

      @@dilmerv gracias muchas gracias !!!!

  • @andrewklukas3633
    @andrewklukas3633 Před rokem

    Hi do you still recommend Windows 10? I'm finding all kinds of android issues in Windows 11.

    • @dilmerv
      @dilmerv  Před rokem

      I had issues with android initially on windows 10 and then fixed them all, my main PC is windows 10 and laptop windows 11 which has been working great, is there a specific error you are getting ?

    • @andrewklukas3633
      @andrewklukas3633 Před rokem

      Hi Dilmer, and thanks for your quick reply! The main one seems to be: "Connection to android device failed: Unable to reverse network traffic to device. Please make sure the android sdk is installed and is properly configured in the editor" And in the console it refers to "1WMHHA60BG2205" reverse "tcp:34998" "tcp34999". SDK is installed. This pops up when I build and run after setting up a simple scene just to test the quest 2. In a different build I can see the scene in play mode but have no access to the controllers.

    • @andrewklukas3633
      @andrewklukas3633 Před rokem

      I started a new project and closely followed your video. I then had to delete the android adb.exe file. Now it's working perfectly. thanks for the detailed instructions!

  • @arpitgupta8308
    @arpitgupta8308 Před 9 měsíci

    so can we use all this without oculus connected?

    • @dilmerv
      @dilmerv  Před 9 měsíci

      Yes this runs standalone if that’s what you are asking.

  • @Amir-up6zd
    @Amir-up6zd Před měsícem

    Can i use oculus quest 1 for this?

    • @dilmerv
      @dilmerv  Před měsícem

      I haven’t tried a Quest 1 in along time but I would say try it and I believe it will work.

  • @PawanPraveen2014
    @PawanPraveen2014 Před rokem

    How to use Final Ik with oculus hand interaction

    • @dilmerv
      @dilmerv  Před rokem

      Good question, I haven't done that before.

  • @charleslundy7545
    @charleslundy7545 Před rokem +1

    The extra music is too much
    it is drowning out your content. Hard to follow

    • @dilmerv
      @dilmerv  Před rokem

      Thanks for the feedback Charles, I will take a look at the music level, was there a particular section or is it throughout explanations ?

  • @gayathriravichandran635

    I get the following error whenever I try to play.
    Failed to load OVRPlugin.dll
    UnityEngine.Debug:LogError (object)
    Unity.XR.Oculus.OculusLoader:EditorLoadOVRPlugin () (at Library/PackageCache/com.unity.xr.oculus@3.2.3/Runtime/OculusLoader.cs:283)
    UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes ()