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

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