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Oculus Interaction SDK showcase demonstrating the use of Interaction SDK in Unity with hand tracking. This project contains the interactions used in the "First Hand" demo available on App Lab. The Oculus SDK and other supporting material is subject to the Oculus proprietary license.

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First Hand

First Hand is an example of a full game experience using Interaction SDK for interactions. It is designed to be used primarily with handtracking but supports controllers throughout.

Meta Quest Store

You can find the full version of the First Hand app on the Meta Quest Store:

https://www.oculus.com/experiences/quest/5030224183773255/

Licenses

The majority of First Hand is licensed under MIT LICENSE, however files from ThirdParty[Assets/ThirdParty], are licensed under their respective licensing terms.

Getting started

First, ensure you have Git LFS installed by running this command:

git lfs install

Then, clone this repo using the "Code" button above, or this command:

git clone https://github.com/oculus-samples/Unity-FirstHand.git

All of the actual project files are in Assets/Project. This folder includes all scripts and assets to run the sample, excluding those that are part of the Interaction SDK. The project includes v68 of the Oculus SDK, including the Interaction SDK.

To run the sample, open the project folder in Unity 2022.3.22f1 or newer and load the Assets/Project/Scenes/Level/FirstLoad scene.

Scenes

Clock Tower

The clock tower scene demonstrates a variety of Hand Tracking interactions using ISDK. To run the scene in the edtor load the DevClocktower scene and ClockTower scene. The scene contains several interactable objects.

Lift Control - Demonstrates "Hand Grab" and "Poke" interactions.

Keypad - Demonstrates "Poke" interactions.

Glove Schematic Pieces - Demonstrates "Hand Grab" with "Two Grab Free Transformer" interactions.

Glove Pieces - Demonstrates "Touch Grab" interactions.

Schematic UI - Demonstrates "Poke" interactions with a Unity canvas.

Palm Blast and Shield - Demonstrates "Pose Detection" functionality.

For more information on these interactions please reference the Interaction SDK documentation

Street

The street scene demonstrates ISDK's Teleport Locomotion features. To run the scene in the edtor load the DevStreet, Street and Street scenes.

Hand gesture based locomotion - Allows the user to locomote about the scene using hand gestures for teleportation

Controller based locomotion - Demonstrates standard teleport locomotion input using controllers

Mixed Reality

The mixed reality scene demonstrates passthrough and Voice SDK features. Follow the instructions for setting up Voice SDK, refer to the Voice SDK documentation.

To set up the wit.ai project:

  1. Define an Entitie called "Object" and add the following Keywords: "center", "right side", "left side", "fuse", "broken fuse" and "box"
  2. Define these Intents: "Pick_Up", "Move"
  3. Use Understanding to assign the Object Entity to the Pick_Up and Move intents, using phrases like "fly to the left side", "fly to the right side" and "pick up the box"

To run the scene in the edtor load the DevMixedReality scene and the MRPortals scene. Once Voice SDK is set up the scene will respond to voice commands.

Passthrough - Seeing the device passthrough feed composited with the virtual content

Scene Understanding Placement - Virtual objects are placed on the user's walls when scene understanding is set up

Drone Voice Commands - Trigging gameplay sequences using the players voice

Haptics

The haptics scene demonstrates the features of the Haptics SDK. To run the scene in the edtor load the DevHaptics scene and the MountainPeak scene.

Kinesis Modules - Demonstrate ISDK's Distance Grab feature

Kite Controller - Demonstrates modulating haptics at runtime

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Oculus Interaction SDK showcase demonstrating the use of Interaction SDK in Unity with hand tracking. This project contains the interactions used in the "First Hand" demo available on App Lab. The Oculus SDK and other supporting material is subject to the Oculus proprietary license.

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