Why isn’t my hand position not relative to my real hand?

To adjust a hand's offset, double click the "Follow" value of the hand, this should be an empty object under your tracked controller, which you can use to offset the hand's position/rotation

💡Recommend adjusting the offset while the game is running, then copying the transform values, going out of play mode, and pasting the values on the transform again

AdjustOffset.gif


When I build the Quest my head is on the ground but not when running in the editor

This is a Unity bug with OpenXR on Android (as of April 2022). You should try fixing it by switching to the Oculus option on the input settings. This will still work with OpenXR input

BuildBug.png

Does the demo work with HDRP or URP?

Yes! In order to get the demo scene working in HDRP or UDP all you need to do is find and click the button in Edit > Render Pipeline > Update Materials

Note: The included highlight material will only work with the base pipeline, there are much better highlight materials on the asset store and online that I would recommend


Will this connect to my VR controller?

Yes! You can connect the hands to a mouse and keyboard if you feel like it. The only exception is that this asset is designed to be used with a single trigger for grabbing, as opposed to a five-finger controller like the index (however this will still work with the index trigger/button input). See. 🎮Controller Input


I prefer a different button, how do I change this?

Each Hand from the included packages has an [Input] Hand Controller Link Component attached to it that has public button values for the finger bending axis, the grab/release button, and the squeeze/unsqueeze button.

The subcomponents under the hand (Finger Bender, Grab Pointer, Teleport Pointer and UI Pointer) all have Controller Link components on them See. 🎮Controller Input