Quest Hand Tracking

An assortment of experiments with Oculus’ hand tracking API, testing gestures, intuitive touch UI, and physics-based grab systems

Roles

Software Engineer

Technologies

Unity C# Quest 1 & 2 UniRX DOTween

Screenshot of using gestures to raycast (Bezier Curve) teleportation spots that will be executed in smooth transitions

This is a collection of technical prototypes that exemplify proof of concepts in “hand-tracking-first” development

Neat Stuff

  • Created multiple types of UIs interactable with chosen dominant hand and finger
  • Experimented with hand-physics interactions, switching between kinematic and non-kinematic items
  • UniRX has events as a first-class citizen and makes it easy for Web-Developers to program quickly
  • Made pinching and double pinch the main form of input for UI
  • Room For Improvement

  • With increased complex interactions through pointing, I still want to tighten the accuracy
  • Occlusion is still a problem when trying to expand gesture-types
  • Scaling environments for different playtesting was manual and should be automated
  • Physics grabbing is still tough and usually require set-grab-points for each object
  • More Projects