VR Avatar hands reference
How to change the VR CustomAvatar Left Hand and Right Hand from tracking the controllers position to tracking the actual VR hands instead?
10 Replies
Hi @πΏππππππ. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave:
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Hmm, I don't know enough to give you a confident answer yet. However, you can refer to the Normcore Documentation (https://normcore.io/documentation) for more detailed information on how to modify the tracking of VR hands in your avatar.
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<@621399606424764419> kapa.ai is still learning and improving, please let us know how it did by reacting below
if you're using XR hand tracking you get the palm joint and apply the position to a visualisation game object and then drag that object onto the avatar manager
https://docs.unity3d.com/Packages/com.unity.xr.hands@1.1/manual/hand-data/xr-hand-data-model.html
Unfortunately not the solution I need.
I'm specifically referring to the hands of the avatar when creating a Realtime avatar.
I've noticed that the Left Hand and Right Hand are by default tracking the VR controllers, and when I switch to hand tracking, the Left Hand and Right Hand get disabled. Is there a way to switch these to tracking the VR Hands instead of the controllers?
![No description](https://cdn.answeroverflow.com/1217821940081758310/image.png)
yeah, in the avatar manager
you track the hands instead of the controllers
if you leave the avatar manager inspector blank it will default to raw XR controller data
Oh, I found it, thank you.
This wouldn't come in conflict if I have one player use controllers and another player use the hands when the tracking gets changed during runtime?
you'll need to swap the references at runtime to either hands or controllers on the avatar manager
but each player can use either
I do, yes, thats why I'm asking. Something along the lines of localAvatar.localPlayer.leftHand = vrLeftHand, etc...
I mean on the avatar manager
Right. I'll give it a shot