From 055b29e073f6209dfa5995562c23bbb004d12151 Mon Sep 17 00:00:00 2001 From: Mamadou Babaei Date: Mon, 17 Feb 2025 13:13:59 +0100 Subject: [PATCH] list the third-party tutorials with a description in their corresponding parent sections --- Handbook/src/advanced-topics/openxr/README.md | 2 ++ Handbook/src/appendix/changelog.md | 9 +++++++++ .../enabling-xr-ext-hand-tracking-vr-headsets/README.md | 6 +++++- .../src/misc/android-standalone-deployment/README.md | 6 +++++- .../third-party-tutorials/README.md | 2 +- 5 files changed, 22 insertions(+), 3 deletions(-) diff --git a/Handbook/src/advanced-topics/openxr/README.md b/Handbook/src/advanced-topics/openxr/README.md index 101a7c9d..70f20443 100644 --- a/Handbook/src/advanced-topics/openxr/README.md +++ b/Handbook/src/advanced-topics/openxr/README.md @@ -33,3 +33,5 @@ In the next sections we'll see: - [How we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) on UE `5.2`, `5.3`, `5.4`, and `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md). - [How we can directly consume the `FXRHandTrackingState`](consuming-fxrhandtrackingstate/) on UE `5.5` to draw and animate debug virtual hands in both [Blueprint](consuming-fxrhandtrackingstate/blueprint.md) and [C++](consuming-fxrhandtrackingstate/cpp.md). + +- [The Consuming OpenXR Hand-Tracking Data tutorial series](third-party-tutorials/) provides a comprehensive introduction to virtual reality, OpenXR hand-tracking, and gesture detection in Unreal Engine. Additionally, this tutorial series covers procedural virtual hand mesh animation using the OpenXR hand-tracking data. diff --git a/Handbook/src/appendix/changelog.md b/Handbook/src/appendix/changelog.md index 59d35a6d..af43253d 100644 --- a/Handbook/src/appendix/changelog.md +++ b/Handbook/src/appendix/changelog.md @@ -5,6 +5,15 @@ All notable changes to this project will be documented in this file. The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/), and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). +## [Unreleased] + +This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code. + +### Documentation + +- List the third-party tutorials with a description in their corresponding parent sections. +- Additional minor fixes and improvements that may not be listed here. + ## [2.4.1] - 2025-02-14 This is a patch release to address minor issues in the SenseGlove Unreal Engine Handbook, with no modifications to the plugin code. diff --git a/Handbook/src/getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md b/Handbook/src/getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md index a397192f..59a4b37b 100644 --- a/Handbook/src/getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md +++ b/Handbook/src/getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md @@ -13,4 +13,8 @@ For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](p ## Standalone Mode -For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section. \ No newline at end of file +For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section. + +## Third-Party Tutorials + +As a part of [this OpenXR comprehensive tutorial series](third-party-tutorials/), you will learn how to enable the developer runtime features, set up the OpenXR runtime, and the `XR_EXT_hand_tracking` support in PCVR mode. Furthermore, it will show you how to enable hand-tracking on Android (standalone mode) using the Meta XR and VIVE OpenXR plugins. diff --git a/Handbook/src/misc/android-standalone-deployment/README.md b/Handbook/src/misc/android-standalone-deployment/README.md index c496ee3d..7a9582f7 100644 --- a/Handbook/src/misc/android-standalone-deployment/README.md +++ b/Handbook/src/misc/android-standalone-deployment/README.md @@ -26,4 +26,8 @@ Here are a few important notes to consider: > in standalone mode in conjunction with other plugins such as `Meta XR` or > `ViveOpenXR` plugins, or > [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected), -> [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/). \ No newline at end of file +> [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/). + +## Third-Party Tutorials + +This [Android Standalone Mode Deployment tutorials series](third-party-tutorials/) covers how to build and deploy Unreal Engine `5.5` Projects APK to Android and Meta Quest 3S/3/Pro/2 in standalone mode. Furthermore, it covers the how-to on enabling OpenXR hand-tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) plugins. diff --git a/Handbook/src/misc/android-standalone-deployment/third-party-tutorials/README.md b/Handbook/src/misc/android-standalone-deployment/third-party-tutorials/README.md index 4b217a1a..886ce77d 100644 --- a/Handbook/src/misc/android-standalone-deployment/third-party-tutorials/README.md +++ b/Handbook/src/misc/android-standalone-deployment/third-party-tutorials/README.md @@ -1,6 +1,6 @@ # Third-Party Tutorials: Android Standalone Mode Deployment -## Build and Deploy Unreal Engine 5.5 Projects to Android and Meta Quest 2/3 in Standalone Mode +## Build & Deploy Unreal Engine 5.5 Projects APK to Android & Meta Quest 3S/3/Pro/2 in Standalone Mode This video will guide you through the process of building and deploying an Unreal Engine 5.5 project (or any version newer than `4.24`) to Android Standalone Mode for Meta Quest 2 and Quest 3 devices. The steps outlined here should also apply to other Android-based VR headsets.