add instructions: Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets

This commit is contained in:
Mamadou Babaei
2024-08-16 18:01:04 +02:00
parent 0fcf070dc0
commit 29da844182
4 changed files with 18 additions and 0 deletions
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@@ -19,6 +19,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Connect to Nova gloves using Blueman Bluetooth Manager]()
- [Connect to Nova gloves using Command-line]()
- [SenseCom on Microsoft Windows]()
- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
- [Setup the SGPawn]()
- [Setup a Virutal Hand Model]()
- [Setup the Grab System]()
@@ -0,0 +1,11 @@
# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets
Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires The `XR_EXT_hand_tracking` OpenXR extension to function. If you are streaming from your PC to your VR headset, to enabling `XR_EXT_hand_tracking` support, might require additional settings depending on the vendor.
For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section:
![Meta Quest Linuk - Developer Runtime Features - Enabling XR_EXT_hand_tracking](meta-quest-link-developer-runtime-features.png "Meta Quest Linuk - Developer Runtime Features - Enabling XR_EXT_hand_tracking")
For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under `Input` are enabled:
![VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking](vive-business-streaming-hand-tracking.png "VIVE Business Streaming - Hand tracking - Enabling XR_EXT_hand_tracking")