add a few third-party tutorials

This commit is contained in:
Mamadou Babaei
2025-02-12 15:24:06 +01:00
parent d796300cd7
commit 7910c525de
6 changed files with 88 additions and 1 deletions
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@@ -22,6 +22,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
- [PCVR Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/README.md)
- [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
- [Third-Party Tutorials](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/README.md)
- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
@@ -58,6 +59,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [SenseGlove Console Commands](misc/console-commands/README.md)
- [Deploying to Android (Standalone)](misc/android-standalone-deployment/README.md)
- [Third-Party Tutorials](misc/android-standalone-deployment/third-party-tutorials/README.md)
- [Upgrade Guide](misc/upgrade-guide/README.md)
- [Optimizing for Higher FPS](misc/optimize-higher-fps/README.md)
@@ -71,6 +73,7 @@ Welcom to the SenseGlove Unreal Engine Handbook!
- [Consuming FXRMotionControllerData](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/README.md)
- [Blueprint](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Tutorials](advanced-topics/openxr/third-party-tutorials/README.md)
# 🔌 Low-Level API
@@ -0,0 +1,34 @@
# Third-Party Tutorials: Consuming OpenXR Hand-Tracking Data
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
In this tutorial, you'll learn how to get the OpenXR Hand-Tracking Data from the Unreal Engine API and how to consume it to draw virtual hand models using cubes (as hand joints). It will also dive into gesture recognition by implementing a simple pinch gesture recognition.
In the first part, it will focus on UE `4.26` to `5.4` API. And, in the second part, you'll learn how to update the project to work with `5.5`.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Procedural Virtual Hand Mesh Animation Using OpenXR Hand-Tracking Data
Building on the [Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Recognition in Unreal Engine tutorial](#introduction-to-virtual-reality-openxr-hand-tracking-and-gesture-detection-in-unreal-engine), this slightly more advanced tutorial will dive deeper into the following topics:
- Transitioning seamlessly between motion controller and hand-tracking modes in Unreal Engine.
- Adding custom debugging gizmos to improve development and testing workflows.
- Visualizing debug virtual hands by incorporating the custom gizmos.
- Animating virtual hand meshes with OpenXR hand-tracking data, moving beyond basic joint representation with cubes.
- Re-using and adapting the gesture recognition code from the introductory tutorial to integrate with the new animated virtual hand meshes.
This guide will help you take your VR projects to the next level with polished and practical implementations.
**Part 1**:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/TPEA1GJr_kU" frameborder="0" allowfullscreen></iframe>
</div>
**Part 2**:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/xEnuephuNmw" frameborder="0" allowfullscreen></iframe>
</div>
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@@ -48,6 +48,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Clarified the HTC VIVE standalone support status in the platform support matrix.
- Bumped the [mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) crate to `v0.7.x`.
- Reintroduced [mdbook-epub](https://github.com/Michael-F-Bryan/mdbook-epub) at [`d1536bbbdc1ca00320522ad73a967e15057ef573`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/d1536bbbdc1ca00320522ad73a967e15057ef573) from the [`master` branch](https://github.com/Michael-F-Bryan/mdbook-epub/tree/master) as the blocking issues in [#115](https://github.com/Michael-F-Bryan/mdbook-epub/issues/115) have been address in [`1ca2a860f6ed405c00914a3aadd8057d5050b29b`](https://github.com/Michael-F-Bryan/mdbook-epub/commit/1ca2a860f6ed405c00914a3aadd8057d5050b29b#diff-b21e2a96624fabac44d6c5ecc34bff0835565999be6a320fe75bd0401d5c8e87R148).
- Added third-party tutorials to the following sections: [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/), [Deploying to Android (Standalone)](../misc/android-standalone-deployment/third-party-tutorials/), and [OpenXR](../advanced-topics/openxr/third-party-tutorials/).
- Additional minor fixes and improvements that may not be listed here.
## [2.3.2] - 2025-01-28
@@ -869,4 +870,4 @@ This is a minor release focusing on adherence to the Unreal Engine Marketplace G
### Added
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
- Initial public release of the SenseGlove haptic API for Unreal Engine with support for Microsoft Windows and GNU/Linux.
@@ -0,0 +1,17 @@
# Third-Party Tutorials: XR_EXT_hand_tracking Setup
## Introduction to Virtual Reality, OpenXR Hand-Tracking, and Gesture Detection in Unreal Engine
A part of this comprehensive tutorial will guide you through setting up the OpenXR runtime and enabling developer runtime features:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/67v-sEhidvM" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
A part of this comprehensive tutorial will guide you through setting up the Meta XR and VIVE OpenXR plugins for Android standalone-mode deployment:
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
@@ -0,0 +1,29 @@
# 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
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.
It will show you where and how to download and install the necessary prerequisites, such as the Android SDK, NDK, Java Development Kit (JDK), and Microsoft Visual Studio. Next, it will configure both the development environment and Unreal Engine for a successful build. Finally, it will walk you through deploying your project to your VR headset and troubleshooting common errors to ensure a smooth experience.
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/EClbEbNcl4k" frameborder="0" allowfullscreen></iframe>
</div>
## Unreal Engine OpenXR Hand-Tracking on Android with Meta XR (Quest 3S/3/Pro/2) and HTC VIVE OpenXR (Focus Vision/XR Elite/Focus 3) Plugins
The OpenXR hand-tracking provided by Epic won't work out of the box on Android when projects are deployed in standalone mode to HMDs such as Meta Quest or HTC VIVE devices.
In this tutorial you'll learn how to deploy your Unreal Engine projects to Android with functional hand-tracking on the following head-mounted displays:
- Meta Quest 3S
- Meta Quest 3
- Meta Quest Pro
- Meta Quest 2
- HTC VIVE Focus Vision
- HTC VIVE XR Elite
- HTC VIVE Focus 3
<div style="margin: 0 auto; width: 560px;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/BWd3MwtfTJE" frameborder="0" allowfullscreen></iframe>
</div>
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@@ -18,6 +18,7 @@ This section covers the basics of the SenseGlove Unreal Engine Plugin:
- [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/)
- [PCVR Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/)
- [Standalone Mode](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/)
- [Third-Party Tutorials](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/third-party-tutorials/)
- [Setup SenseGlove Default Classes](../getting-started/setup-senseglove-default-classes/)
- [SGPawn](../getting-started/setup-senseglove-default-classes/sgpawn.md)
- [SGPlayerController](../getting-started/setup-senseglove-default-classes/sgplayercontroller.md)
@@ -58,6 +59,7 @@ Toipcs that do not fall under any specific category:
- [SenseGlove Console Commands](../misc/console-commands/)
- [Deploying to Android (Standalone)](../misc/android-standalone-deployment/)
- [Third-Party Tutorials](../misc/android-standalone-deployment/third-party-tutorials/)
- [Upgrade Guide](../misc/upgrade-guide/)
- [Optimizing for Higher FPS](../misc/optimize-higher-fps/)
@@ -73,6 +75,7 @@ For users familiar with the basics, this section explores advanced features of t
- [Consuming FXRMotionControllerData](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/)
- [Blueprint](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/blueprint.md)
- [C++](../advanced-topics/openxr/consuming-fxrmotioncontrollerdata/cpp.md)
- [Third-Party Tutorials](../advanced-topics/openxr/third-party-tutorials/)
## 🔌 Low-Level API