bring the wrist-tracking hardware setup and XR_EXT_hand_tracking documentation on par with the recent changes
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@@ -40,6 +40,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Reintroduced the Handbook in ePub format.
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- Revamped the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/) and [Deploying to Android (Standalone)](../misc/android-standalone-deployment/) documentation and the `Meta XR`-compatibile and `ViveOpenXR`-compatibile instructions.
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- Significantly improved the [Setting Up the Wrist Tracking Hardware](../getting-started/setup-wrist-tracking-hardware/) section by providing more detailed documentation and example configuration per HMD and wrist tracking hardware.
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- Clarified [how to setup the VIVE Wrist Trackers in various configurations](../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
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- Fixed a few broken URLs caused by bad markdown formatting.
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- Applied various Handbook Makefile fixes.
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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 your immersive 3D VR application from your PC to your VR headset, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
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## Enabling OpenXR and OpenXRHandTracking Plugins
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## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
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Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, `OpenXR` and `OpenXRHandTracking` are required as a prerequisite.
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Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
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Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` and `OpenXRHandTracking` plugins automatically, it is recommended to ensure these plugins are enabled by navigating to `Edit > Plugins` in the Unreal Editor menus.
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The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
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@@ -69,20 +69,30 @@ To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in PCVR mode, addition
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### OpenXRViveTracker Plugin
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To enable VIVE Trackers support ensure `OpenXRViveTracker` is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
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To enable VIVE Trackers support ensure the `OpenXRViveTracker` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
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The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension.
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The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary to use VIVE Trackers or to [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](#vive-business-streaming-app).
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### VIVE Business Streaming App
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For VIVE headsets relying on the VIVE Business Streaming application, ensure the Hand Tracking settings under `Input` are enabled:
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For VIVE headsets relying on the VIVE Business Streaming application, ensure the Hand Tracking settings under `Input` are enabled and `XR_HTCX_vive_tracker_interaction` is enabled for VIVE Wrist Trackers by enabling `Emulate VIVE Wrist Tracker as VIVE Tracker`:
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> [!NOTE]
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> Tracking and accessing `FXRMotionControllerData` output from SenseGlove
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> devices do not require Hand and Body Tracking to be enabled on the HMD device.
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> Enabling this feature is only necessary if you wish to use hand-tracking as a
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> fallback option when no glove is connected to your PC.
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> fallback option when no glove is connected to your PC.
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### SteamVR App
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After enabling the [OpenXRViveTracker plugin](#openxrvivetracker-plugin) and [enabling `Emulate VIVE Wrist Tracker as VIVE Tracker` for VIVE HMDs relying on the VIVE Business Streaming](#vive-business-streaming-app), you need to perform one final setup in the SteamVR app for the SenseGlove Unreal Engine Plugin to be able to retrieve the correct wrist-tracking offsets. Once you have paired your VIVE Trackers or VIVE Wrist Trackers, navigate to `SteamVR Settings > Controllers > MANAGE TRACKERS` and make sure your left tracker is set to `LEFT FOOT` and the right tracker is set to `RIGHT FOOT`:
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## SenseGlove Wrist Tracking Settings
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Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
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Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. If you are deploying your immersive 3D VR application to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, requires additional plugins and settings depending on the HMD's vendor or model.
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## Enabling OpenXR and OpenXRHandTracking Plugins
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## Enabling OpenXR Plugin and Disabling OpenXRHandTracking Plugin
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Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, `OpenXR` and `OpenXRHandTracking` are required as a prerequisite.
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Regardless of the type or vendor of the HMD you have in mind for development or deployment purposes, the `OpenXR` plugin is required as a prerequisite. Also, ensure the `OpenXRHandTracking` is disabled as it conflicts with the SenseGlove Unreal Engine Plugin since both implement the same `XR_EXT_hand_tracking` OpenXR extension.
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Though [enabling the SenseGlove Unreal Engine Plugin](../../plugin-verify-version-enable/) should enable the `OpenXR` and `OpenXRHandTracking` plugins automatically, it is recommended to ensure these plugins are enabled by navigating to the `Edit > Plugins` in the Unreal Editor menus.
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The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
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@@ -57,14 +57,16 @@ To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, ad
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### OpenXRViveTracker Plugin
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To enable VIVE Trackers support ensure `OpenXRViveTracker` is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
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The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension.
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Unlike the [PCVR-mode on Windows](../pcvr-mode/), the `OpenXRViveTracker` plugin is not required on Android since it only provides an implementation of the `XR_HTCX_vive_tracker_interaction` OpenXR extension which is necessary when we use VIVE Trackers on Windows or we [emulate the VIVE Wrist Trackers as VIVE Trackers on Windows](../pcvr-mode/#vive-business-streaming-app). Instead, we require the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension to be able to use VIVE Wrist Trackers on Android, which is provided by the [`ViveOpenXR` Plugin](#viveopenxr-plugin). So, you can safely ignore enabling this plugin for Android standalone deployments.
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### ViveOpenXR Plugin
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To enable VIVE Wrist Trackers support ensure the `ViveOpenXR` plugin is enabled by navigating to `Edit > Plugins` in the Unreal Editor menus. This plugin should be enabled, or wrist tracking won't function on VIVE devices at all.
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The `ViveOpenXR` plugin implements the `XR_HTCX_vive_wrist_tracker_interaction` OpenXR extension.
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> [!IMPORTANT]
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> Without the `ViveOpenXR` plugin deploying an immersive 3D VR application to
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> your HTC VIVE in Standalone mode won't be possible, whether you enable
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@@ -97,4 +99,8 @@ The following setup demonstrates a functional immersive 3D VR application with m
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## SenseGlove Wrist Tracking Settings
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Once you have set up everything, it's time to adjust the [SenseGlove Wrist Tracking Settings](../../setup-wrist-tracking-hardware/) inside the project-wide plugin's settings. For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../../plugin-configuration/plugin-settings/tracking/wrist-tracking/) as well.
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To enable the SenseGlove Unreal Engine Plugin to track the gloves position and rotation in the world, you need to specify a positional tracking hardware, referred to as Wrist Tracking Hardware within the plugin. By default, if the Wrist Tracking Hardware is not explicitly set, the plugin will attempt to automatically detect it by identifying your Head-mounted display (HMD) hardware. However, this auto-detection feature may not be entirely reliable, as it is still experimental, and it may occasionally fail.
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For detailed information, please visit [the Wrist Tracking Hardware and HMD auto-detection configuration section](../../plugin-configuration/plugin-settings/tracking/wrist-tracking/).
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## Prerequisites
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Before you even consider setting up the Wrist Tracking Settings for the SenseGlove Unreal Engine Plugin, please make sure that you have already taken all the necessary steps in the [Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets](../enabling-xr-ext-hand-tracking-vr-headsets/) section for [PCVR](../enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/) or [Standalone](../enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/) modes. Otherwise, there's no guarantee that the plugin can access the location data from the wrist-tracking hardware of your choice. So, as the first troubleshooting measure, we always recommend double-checking the relevant prerequisite guides above.
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## Meta Quest 2 Controller
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For the Meta Quest 2, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
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## Meta Quest Pro Controller
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For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
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## Meta Quest 3 Controller
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For the Meta Quest 3, whether in PCVR or Standalone mode, the functional wrist-tracking settings looks something like this:
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## HTC VIVE Tracker
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For the HTC VIVE Pro using VIVE Trackers, which only supports the PCVR mode, the functional wrist-tracking settings looks something like this:
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## HTC VIVE Focus 3 Wrist Tracker
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The wrist-tracking settings for the HTC VIVE Focus Vision, VIVE XR Elite, and VIVE Focus 3, when using VIVE Wrist Trackers, will vary depending on the platform and configuration in use.
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### PCVR Mode
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When running in PCVR mode, the functional wrist-tracking settings looks something like this:
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### Standalone Mode
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When running in Standalone mode, the functional wrist-tracking settings looks something like this:
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