fgamez1020
fgamez10202w ago

Avatar hands

In meta quest avatar hands not showing when using the hands, they only show when using the controllers.
6 Replies
kapa.ai
kapa.ai2w ago
Hi @fgamez1020. I'm kapa.ai, your friendly support bot. I will try to answer your question by searching through the knowledge base. :wave: ---------------------- I'm sorry you're experiencing issues with Meta Quest avatar hands not showing when using hand tracking (without controllers). Based on the provided knowledge sources, here are some key points and troubleshooting steps: 1. Meta Avatars and Hand Tracking Support
Normcore's Meta Avatar integration is designed to support head tracking, hand tracking, finger tracking, lip sync, and voice chat automatically. If the hands are only showing with controllers and not with hand tracking, it suggests that either the hand tracking is not being detected, or the avatar prefab is not set up to support hand tracking properly. The documentation states:
All avatar customization settings are automatically imported from the user's system preferences. Head tracking, hand tracking, finger tracking, lip sync, and voice chat using Normcore's RealtimeAvatarVoice all work automatically.
Meta Avatars Setup
2. Check Platform Prerequisites
Ensure you have completed all Meta platform prerequisites, including initializing the Oculus Platform SDK and using the correct App ID. Missing these steps can cause features to fail silently, including hand tracking:
Many Meta APIs will fail silently if these steps aren't completed.
Meta Platform Prerequisites
3. Prefab and SDK Setup
Make sure you are using the "Realtime + Meta Avatar Player" prefab and have the "AvatarSDKManagerMeta" in your scene. These are required for Meta Avatars to function correctly, including hand tracking. 4. Unity Project Settings
Check your Unity project settings under the "Meta XR" tab and ensure all configuration issues are resolved. Sometimes, hand tracking support needs to be explicitly enabled in the XR Plugin settings. 5. Testing and Debugging
- Test with the sample "Meta Avatar Player" prefab provided by Normcore Meta XR to rule out issues with custom prefabs. - Check your logs for any errors related to entitlement checks or platform initialization, as these can prevent features like hand tracking from working. If you have followed all setup steps and are still experiencing issues, the knowledge sources do not provide a specific troubleshooting guide for this exact problem. In that case, double-check your Unity XR settings for hand tracking support and ensure your Meta Quest device is running the latest firmware. If you need more detailed troubleshooting, please provide additional information about your project setup or any error messages you see. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2w ago
<@1053407831916822528> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
fgamez1020
fgamez1020OP2w ago
I am no using meta avatars, I have my own avatar I am no using meta avatars, I have my own avatar @Normcore Assistant
kapa.ai
kapa.ai2w ago
Let me check the knowledge base for you again. One moment! :books: ---------------------- Thank you for clarifying that you are using your own custom avatar and not Meta Avatars. Based on the knowledge sources, when creating a custom avatar with Normcore, you should use the RealtimeAvatar component as the root of your avatar prefab. The standard setup involves creating a prefab with game objects for the player, head, and hands, each with a RealtimeTransform component. The hands should be represented by their own game objects (e.g., LeftHand, RightHand), and these should be properly referenced in your prefab structure. The RealtimeAvatar component is responsible for synchronizing the head and hands' positions and active states across the network. However, the knowledge sources do not provide explicit details about enabling or troubleshooting hand tracking (as opposed to controller tracking) for custom avatars. They describe the prefab setup and mention that the head and hands are synchronized, but do not specify how to ensure hand tracking works without controllers for custom avatars. There is also no mention of additional steps or settings required to support hand tracking specifically for custom avatars in Normcore. If your hands only appear when using controllers and not with hand tracking, and you have followed the standard prefab setup, the knowledge sources do not contain enough information to provide a definitive solution for this issue. You may need to consult Unity's XR Interaction Toolkit documentation or the specific hand tracking integration for your platform, as this may be outside the scope of Normcore's provided features for custom avatars. If you need further assistance, consider reaching out to the Normcore community on their Discord for more targeted support. ---------------------- Note: you can ask me a follow up question by @ mentioning me again :speech_balloon: ----------------------
kapa.ai
kapa.ai2w ago
<@1053407831916822528> Kapa.ai is still learning and improving, please let me know how I did by reacting below.
Mechabit
Mechabit2w ago
you have to Realtime.Instantiate hand clones when you detect someone is using hand tracking and then create a Realtime model to sync finger joint rotations

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