4.5 KiB
4.5 KiB
Planned Features Completion Status
Implemented as of v2.3.x
- Full SenseGlove low-level core API access through Unreal C++.
- Full SenseGlove low-level core API access through Blueprint.
- DK 1 Support.
- Nova 1 Support.
- Nova 2 Support.
- Support for Microsoft Windows as a development platform.
- Support for GNU/Linux as a development platform.
- Support for Microsoft Windows as a deployment platform.
- Support for GNU/Linux x64 as a deployment platform.
- Support for GNU/Linux AArch64 as a deployment platform.
- Support for Android as a deployment platform.
- Support for Oculus Quest 2 and Oculus Quest Pro.
- Support for HTC VIVE Pro and HTC VIVE Focus 3.
- Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
- On-device calibration for Android without the need for SenseCom.
- Haptic feedback including force feedback, buzz, and thumper commands.
- A customizable Grab component that could be added to any actor.
- A customizable Touch component that could be added to any actor.
- Ability to grab, release, and throw objects around.
- Separation of the real and virtual hand rendering.
- An out-of-the-box customizable SGPawn with the ability to be extended in C++ and Blueprint.
- Easy wrist/hand tracking debugging using the SenseGlove Debug module.
- A generic Settings module with the ability to override settings.
- C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
- A fall back to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
- OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
FXRMotionControllerDatacompatible hand animation system on UE versions5.2,5.3, and5.4.FXRHandTrackingStatecompatible hand animation system on UE versions5.5+.FXRMotionControllerDatacompatible wrist tracking system on UE versions5.2,5.3, and5.4.FXRHandTrackingStatecompatible wrist tracking system on UE versions5.5+.FXRMotionControllerDatacompatible hand interaction manipulation system on UE versions5.2,5.3, and5.4.FXRHandTrackingStatecompatible hand interaction manipulation system on UE versions5.5+.- Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
- The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
- A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
- Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.
- Ability to automatically ask for the required permissions on Android when the plugin is enabled in any UE project.
Upcoming features planned for the v2.4.x release
Planned features long-term
- Get tracking input from sources other than a SenseGlove device.
- Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc).
- Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprint (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
- Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog).
- Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic).
- Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables).
- Allow other scripts to force a grab and/or release to occur (for example, when you place it apart at the designated location, it gets removed from your hand and snaps into place).
- Have some form of weight simulation by making certain objects harder to push, lowering manipulation speed, or making objects only moveable with two hands.
- (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering).