revamp the Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets and Deploying to Android (Standalone) documentation and the Meta XR-compatibile and ViveOpenXR-compatibile instructions
This commit is contained in:
@@ -20,6 +20,8 @@ Welcom to the SenseGlove Unreal Engine Handbook!
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- [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md)
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- [Connect to Nova gloves using Command-line](getting-started/sensecom/gnu-linux/command-line.md)
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- [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md)
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- [SenseCom on Microsoft Windows](getting-started/sensecom/microsoft-windows.md)
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- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
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- [Enabling XR_EXT_hand_tracking on VR Headsets](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md)
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- [PCVR Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/pcvr-mode/README.md)
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- [Standalone Mode](getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/README.md)
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- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
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- [Setup SenseGlove Default Classes](getting-started/setup-senseglove-default-classes/README.md)
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- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
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- [SGGameModeBase](getting-started/setup-senseglove-default-classes/sggamemodebase.md)
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- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
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- [SGPawn](getting-started/setup-senseglove-default-classes/sgpawn.md)
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@@ -9,8 +9,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Added
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### Added
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- Added an ePub version of the SenseGlove Unreal Engine Handbook.
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- Added the ePub version of the SenseGlove Unreal Engine Handbook.
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- Added `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` return codes to Android logs for detailed debugging purposes through `adb logcat`.
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- Added `FSGConnectJNI::Initialize()` and `FSGCoreJNI::Initialize()` return codes to Android logs for detailed debugging purposes through `adb logcat`.
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- Introduced the `Meta XR` plugin compatibility.
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- Introduced the `ViveOpenXR` plugin compatibility.
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### Fixed
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### Fixed
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@@ -25,9 +27,10 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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### Documentation
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### Documentation
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- Reintroduced the Handbook in ePub format.
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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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- Fixed a few broken URLs caused by bad markdown formatting.
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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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- Applied various Handbook Makefile fixes.
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- Clarified the HTC VIVE Stand-alone support status in the platform support matrix.
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- Clarified the HTC VIVE standalone support status in the platform support matrix.
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- Bumped the [mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) crate to `v0.7.x`.
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- Bumped the [mdbook-alerts](https://github.com/lambdalisue/rs-mdbook-alerts) crate to `v0.7.x`.
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- 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).
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- 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).
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- Additional minor fixes and improvements that may not be listed here.
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- Additional minor fixes and improvements that may not be listed here.
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@@ -1,41 +1,16 @@
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# Enabling XR_EXT_hand_tracking OpenXR extension on VR Headsets
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# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets
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> [!IMPORTANT]
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> [!IMPORTANT]
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> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
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> Starting from version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires
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> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
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> the `XR_EXT_hand_tracking` OpenXR extension to function. Without this
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> OpenXR extension the plugin won't output any glove data.
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> OpenXR extension the plugin won't output any glove data.
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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 from your PC to your VR headset, to enabling `XR_EXT_hand_tracking` support, might require additional settings depending on the vendor.
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Since version `v2.1.0`, the SenseGlove Unreal Engine Plugin requires the `XR_EXT_hand_tracking` OpenXR extension to function. Whether you are streaming your immersive 3D VR application from your PC to your VR headset, or deploying it to your VR headset in standalone mode, enabling `XR_EXT_hand_tracking` support, might require additional plugins or settings depending on the HMD's vendor or model.
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For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section:
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## PCVR Mode
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For instructions on [how to setup `XR_EXT_hand_tracking` support in PCVR mode](pcvr-mode/) please refer to the relevant section.
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> [!CAUTION]
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## Standalone Mode
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> Streaming to Meta Quest headsets from SteamVR is no longer supported because
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> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
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> break on SteamVR. One possible reason is that
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> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
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> Further investigation is needed to identify the exact underlying cause.
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For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking settings under `Input` are enabled:
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For instructions on [how to setup `XR_EXT_hand_tracking` support in standalone mode on Android](standalone-mode/) please refer to the relevant section.
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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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As mentioned in the `v2.1.0` release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable.
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> [!CAUTION]
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> As noted in the
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> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
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> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
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> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
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> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
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> rendering it unusable.
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>
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> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
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@@ -0,0 +1,88 @@
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# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode
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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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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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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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## Meta Quest
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To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in PCVR mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
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## Meta Quest Link App
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For Meta Quest headsets, enable the `Developer runtime features` under the `Settings > Beta` section inside the Meta Quest Link app:
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> [!IMPORTANT]
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> Enabling `Developer runtime features` in the Meta Quest Link requires a
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> [Meta Developer Account](https://developers.facebook.com/docs/development/register/).
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> If you are not signed in using a Meta Developer Account, this option won't
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> be shown to you inside Meta Quest Link.
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> [!CAUTION]
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> Streaming to Meta Quest headsets from SteamVR is no longer supported because
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> the migration to OpenXR has caused controller offsets for Meta Quest HMDs to
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> break on SteamVR. One possible reason is that
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> [SteamVR lists `XR_FB_hand_tracking` as an unsupported feature](https://steamcommunity.com/app/250820/discussions/8/3121550424355682585/).
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> Further investigation is needed to identify the exact underlying cause.
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### Meta XR Plugin
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> [!CAUTION]
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> By default, enabling the `Meta XR` plugin breaks and disrupts the
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> SenseGlove Unreal Engine Plugin implementation of `XR_EXT_hand_tracking`.
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> Thus, rendering both glove and hand-tracking data broken. However, it's
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> possible to fix this issue with proper `Meta XR` plugin configuration.
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By default, the `Meta XR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
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The following settings control the hand-tracking behavior when the `Meta XR` plugin is enabled:
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- **XR API**: This selects the XR API that the engine will use. If set to `Oculus OVRPlugin + OpenXR backend (current recommended)`, which is the default, will break the SenseGlove Unreal Engine Plugin's glove and hand-tracking data. In order to make the Meta XR and SenseGlove Unreal Engine plugins compatible you should choose `Epic Native OpenXR with Oculus vendor extensions` here. This disables Legacy Oculus in favor of the native OpenXR implementation, with Oculus vendor extensions. This will be where Epic focuses XR development going forward. Changing the `XR API` settings requires an editor restart to take effect.
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- **Hand Tracking Support**: Determines whether controllers and/or hands can be used within the current appication. Possible values are `ControllersOnly`, `ControllersAndHands`, and `HandsOnly`. We recommend to set this to `ControllersAndHands` to be able to use both controllers (as a wrist-tracker device) and hand-tracking. See also [`bFallbackToHandTrackingIfNoGloveDetected`](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected).
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- **HandTrackingFrequency**: Determines the hand-tracking frequency, whether `LOW` or `HIGH`. Please note that a higher tracking frequency will reserve some performance headroom from the application's budget.
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- **HandTrackingVersion**: Determines the version of hand tracking algorithm. `Default`, `V1`, and `V2` are valid options. If unsure, leave it as `Default` and the SenseGlove glove and hand-tracking should work as expected.
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## HTC VIVE
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To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in PCVR mode, additional plugins or configuration steps are required.
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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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### 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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> [!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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+100
@@ -0,0 +1,100 @@
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# Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode
|
||||||
|
|
||||||
|
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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|
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## Enabling OpenXR and OpenXRHandTracking Plugins
|
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|
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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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|
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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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|
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The `OpenXRHandTracking` plugin implements the `XR_EXT_hand_tracking` OpenXR extension.
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## Meta Quest
|
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To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode, depending on your project requirements (e.g. whether you rely on the `Meta XR` plugin or not), additional setup steps are required.
|
||||||
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|
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> [!IMPORTANT]
|
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> Although, the SenseGlove plugin does not require the `Meta XR` plugin to
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> function, and relying solely on the `OpenXR` and `OpenXRHandTracking` plugins
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> would suffice for functional glove data retrieval using OpenXR,
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> [hand-tracking as a fallback mechanism](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected)
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> won't work on Android without the `Meta XR` plugin availability.
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|
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### Meta XR Plugin
|
||||||
|
|
||||||
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> [!CAUTION]
|
||||||
|
> By default, enabling the `Meta XR` plugin breaks and disrupts the
|
||||||
|
> SenseGlove Unreal Engine Plugin implementation of `XR_EXT_hand_tracking`.
|
||||||
|
> Thus, rendering both glove and hand-tracking data broken. However, it's
|
||||||
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> possible to fix this issue with proper `Meta XR` plugin configuration.
|
||||||
|
|
||||||
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By default, the `Meta XR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
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|
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|
||||||
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|
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|
||||||
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|
||||||
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The following settings control the hand-tracking behavior when the `Meta XR` plugin is enabled:
|
||||||
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|
||||||
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- **XR API**: This selects the XR API that the engine will use. If set to `Oculus OVRPlugin + OpenXR backend (current recommended)`, which is the default, will break the SenseGlove Unreal Engine Plugin's glove and hand-tracking data. In order to make the Meta XR and SenseGlove Unreal Engine plugins compatible you should choose `Epic Native OpenXR with Oculus vendor extensions` here. This disables Legacy Oculus in favor of the native OpenXR implementation, with Oculus vendor extensions. This will be where Epic focuses XR development going forward. Changing the `XR API` settings requires an editor restart to take effect.
|
||||||
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|
||||||
|

|
||||||
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|
||||||
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- **Hand Tracking Support**: Determines whether controllers and/or hands can be used within the current appication. Possible values are `ControllersOnly`, `ControllersAndHands`, and `HandsOnly`. We recommend to set this to `ControllersAndHands` to be able to use both controllers (as a wrist-tracker device) and hand-tracking. See also [`bFallbackToHandTrackingIfNoGloveDetected`](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected).
|
||||||
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||||||
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|
||||||
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|
||||||
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- **HandTrackingFrequency**: Determines the hand-tracking frequency, whether `LOW` or `HIGH`. Please note that a higher tracking frequency will reserve some performance headroom from the application's budget.
|
||||||
|
|
||||||
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- **HandTrackingVersion**: Determines the version of hand tracking algorithm. `Default`, `V1`, and `V2` are valid options. If unsure, leave it as `Default` and the SenseGlove glove and hand-tracking should work as expected.
|
||||||
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|
||||||
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## HTC VIVE
|
||||||
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|
||||||
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To set up `XR_EXT_hand_tracking` support on HTC VIVE HMDs in Standalone mode, additional plugins or configuration steps are required.
|
||||||
|
|
||||||
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### OpenXRViveTracker Plugin
|
||||||
|
|
||||||
|
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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|
||||||
|

|
||||||
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|
||||||
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The `OpenXRViveTracker` plugin implements the `XR_HTCX_vive_tracker_interaction` OpenXR extension.
|
||||||
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|
||||||
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### ViveOpenXR Plugin
|
||||||
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|
||||||
|
> [!IMPORTANT]
|
||||||
|
> 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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> `bStartInVR`, or not. Without it your app will be deployed and recognized as
|
||||||
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> a 2D app.
|
||||||
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|
||||||
|
By default, the `ViveOpenXR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
|
||||||
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|
||||||
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|
||||||
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|
||||||
|

|
||||||
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|
||||||
|
The following settings control the hand-tracking behavior when the `ViveOpenXR` plugin is enabled:
|
||||||
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|
||||||
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- **Enable Hand Interaction**: This enables the hand interactions with the OpenXR hand interaction extension `XR_HTC_hand_interaction`. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be enabled.
|
||||||
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|
||||||
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|
||||||
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||||||
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- **Use HTC Hand Interaction**: This selects which OpenXR hand interaction extension to use. If enabled, `XR_HTC_hand_interaction` will be used, effectively breaking SenseGlove glove and hand-tracking data output. If disabled, `XR_EXT_hand_interaction` will be used, which is compatible with the SenseGlove Unreal Engine Plugin. Changing this setting will prompt you to restart the engine to apply the new settings. This setting should be disabled.
|
||||||
|
|
||||||
|
The following settings control the wrist trackers' behaviors:
|
||||||
|
|
||||||
|
- **Enable Wrist Tracker**: This option controls the `XR_HTC_vive_wrist_tracker_interaction` OpenXR extension. If enabled, in turn, it enables the use of HTC Wrist Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||||
|
|
||||||
|
- **Enable Ultimate Tracker (Beta)**: This option controls the `XR_HTC_path_enumeration` and `XR_HTC_vive_xr_tracker_interaction` OpenXR extensions. If enabled, in turn, they enable the use of HTC Xr Tracker interaction profiles in OpenXR. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||||
|
|
||||||
|
- **Enable Ultimate Tracker Pogo Pin Inputs (Beta)**: Enables or disables the input options for Unreal's Enhanced Input System. Changing this setting will prompt you to restart the engine to apply the new settings.
|
||||||
|
|
||||||
|
The following setup demonstrates a functional immersive 3D VR application with most features enabled while staying compatible with the SenseGlove Unreal Engine Plugin:
|
||||||
|
|
||||||
|

|
||||||
|
|
||||||
|

|
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@@ -17,16 +17,13 @@ Here are a few important notes to consider:
|
|||||||
</div>
|
</div>
|
||||||
|
|
||||||
> [!CAUTION]
|
> [!CAUTION]
|
||||||
> As noted in the
|
> As of the `v2.1.0` release of the SenseGlove Unreal Engine Plugin, the
|
||||||
> [v2.1.0 release changelog](../../appendix/changelog.html), since this release
|
> `XR_EXT_hand_tracking` OpenXR extension is required for the plugin to
|
||||||
> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin—
|
> function. Without this OpenXR extension, the plugin won't output any glove
|
||||||
> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt
|
> data.
|
||||||
> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin,
|
> Unreal Engine provides `XR_EXT_hand_tracking` support through the `OpenXR`
|
||||||
> rendering it unusable.
|
> and `OpenXRHandTracking` plugins. However, for this to function on Android
|
||||||
>
|
> in standalone mode in conjunction with other plugins such as `Meta XR` or
|
||||||
> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`
|
> `ViveOpenXR` plugins, or
|
||||||
>
|
> [hand-tracking as a fallback mechanism when no glove data is available](../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected),
|
||||||
> This also means that although the SenseGlove Unreal Engine Plugin is able to
|
> [extra configuration steps and considerations are required](../../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/standalone-mode/).
|
||||||
> produce FXRMotionControllerData for SenseGlove devices just fine, the
|
|
||||||
> hand-tracking on Android won't work. So, the fallback to hand-tracking
|
|
||||||
> mechanism on Android is broken at the moment.
|
|
||||||
@@ -16,6 +16,8 @@ This section covers the basics of the SenseGlove Unreal Engine Plugin:
|
|||||||
- [Connect to Nova gloves using Command-line](../getting-started/sensecom/gnu-linux/command-line.md)
|
- [Connect to Nova gloves using Command-line](../getting-started/sensecom/gnu-linux/command-line.md)
|
||||||
- [SenseCom on Microsoft Windows](../getting-started/sensecom/microsoft-windows.md)
|
- [SenseCom on Microsoft Windows](../getting-started/sensecom/microsoft-windows.md)
|
||||||
- [Enabling XR_EXT_hand_tracking on VR Headsets](../getting-started/enabling-xr-ext-hand-tracking-vr-headsets/)
|
- [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/)
|
||||||
- [Setup SenseGlove Default Classes](../getting-started/setup-senseglove-default-classes/)
|
- [Setup SenseGlove Default Classes](../getting-started/setup-senseglove-default-classes/)
|
||||||
- [SGPawn](../getting-started/setup-senseglove-default-classes/sgpawn.md)
|
- [SGPawn](../getting-started/setup-senseglove-default-classes/sgpawn.md)
|
||||||
- [SGPlayerController](../getting-started/setup-senseglove-default-classes/sgplayercontroller.md)
|
- [SGPlayerController](../getting-started/setup-senseglove-default-classes/sgplayercontroller.md)
|
||||||
|
|||||||
Reference in New Issue
Block a user