fix README.md broken links

This commit is contained in:
Mamadou Babaei
2024-08-16 16:44:31 +02:00
parent a5fc3ab518
commit 9c5c1c6134
7 changed files with 8 additions and 8 deletions
@@ -6,4 +6,4 @@ Typically a user does not need to know anything about OpenXR to use the plugin,
Since the SenseGlove Unreal Engine Plugin registers itself as an `OpenXRHandTracking` motion controller device it becomes a hand-tracking provider for Unreal Engine, thus the OpenXR data from SenseGlove could always be retrieved from the Unreal Engine's `IXTrackingSystem` with one caveat. The caveat is if another OpenXR-compatible hand-tracking plugin, e.g. Epic's own OpenXRHandTracking, is enabled simultaneously it's not guaranteed that the `FXRMotionControllerData` retrieved from the `IXTrackingSystem::GetMotionControllerData()` method is coming from SenseGlove, as this method returns the first hand-tracking plugin it could find. Thus, SenseGlove provides its own implementation of `GetMotionControllerData()` which guarantees the retrieved `FXRMotionControllerData` is coming from the SenseGlove Unreal Engine Plugin; and this is the preferred way to that.
In the next sections we'll see [how we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/README.md) to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
In the next sections we'll see [how we can directly consume the `FXRMotionControllerData`](consuming-fxrmotioncontrollerdata/) to draw and animate debug virtual hands in both [Blueprint](consuming-fxrmotioncontrollerdata/blueprint.md) and [C++](consuming-fxrmotioncontrollerdata/cpp.md).
@@ -1,6 +1,6 @@
# Consuming FXRMotionControllerData in Blueprint
Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](README.md) section, first.
Before continuing this section, please ensure you've studied the [Consuming FXRMotionControllerData](./) section, first.
## Drawing and Animating Virtual Hands
@@ -1,6 +1,6 @@
# Consuming FXRMotionControllerData in C++
Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](README.md) section.
Before continuing this section, please ensure you've first studied the [Consuming FXRMotionControllerData](./) section.
## Drawing and Animating Virtual Hands
@@ -48,5 +48,5 @@ Before we start the plugin installation through [the Epic Games Launcher](https:
> in both locations, at the same time, can lead to various issues, especially if
> the version of the plugin installed at the engine level differs from the one
> installed at the plugin level.
> A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/README.md)
> A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/)
> is also available as well.
@@ -102,7 +102,7 @@ Once you have obtained the desired plugin version compatible with the Unreal Eng
> in both locations, at the same time, can lead to various issues, especially if
> the version of the plugin installed at the engine level differs from the one
> installed at the plugin level.
> A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/README.md)
> A guide on [verifying the plugin version](../../getting-started/plugin-verify-version-enable/)
> is also available as well.
### Engine-level installation
@@ -232,7 +232,7 @@ A dialog will pop up shows you the progress of generating the Visual Studio proj
Once the project files are generated, open up the C++ project in your preferred C++ IDE and build the project. After this, the project can be loaded in the Unreal Editor.
8. Once the plugin has been built successfully, [ensure the SenseGlove Unreal Engine is enabled and verify the plugin version matches the expected version](../../getting-started/plugin-verify-version-enable/README.md).
8. Once the plugin has been built successfully, [ensure the SenseGlove Unreal Engine is enabled and verify the plugin version matches the expected version](../../getting-started/plugin-verify-version-enable/).
#### Linux Build Instructions
@@ -76,7 +76,7 @@ $ sudo xbps-install -S blueman
![Connect to Nova gloves using Blueman Bluetooth Manager - Paired and trusted](blueman-paired.png "Connect to Nova gloves using Blueman Bluetooth Manager - Paired and trusted")
11. Follow the [SenseCom on GNU/Linux](README.md) instructions and you should be able to successfully connect to the newly paired glove from SenseCom.
11. Follow the [SenseCom on GNU/Linux](./) instructions and you should be able to successfully connect to the newly paired glove from SenseCom.
## Video Tutorial
@@ -343,7 +343,7 @@ Profile Descriptor List:
> until finding a free rfcomm device. You can query the existing rfcomm devices
> using the command: `ls /dev/rfcomm*`.
19. Follow the [SenseCom on GNU/Linux](README.md) instructions and you should be able to successfully connect to the newly paired glove from SenseCom.
19. Follow the [SenseCom on GNU/Linux](./) instructions and you should be able to successfully connect to the newly paired glove from SenseCom.
20. Once the SenseCom is closed and we are done with the gloves, we can disconnect the gloves using: