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FAQ - Vive Hand Tracking SDK


zzy

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Hello everyone, I'm developer of Vive Hand Tracking SDK. This topic will include some suggestions and requirements for using Hand Tracking SDK.

 

Before going through the following FAQ, I suggest you to read our official document, especially the overview section and corresponding plugin documents of your choice.

 

This FAQ is intended for latest version (v0.9.1). If you are using older version, please upgrade to v0.9.1 first.

 

About cosmos support

Vive Cosmos support is added in v0.8.2 since it requires different camera API than Vive and Vive Pro. Please make sure version of your Vive Console is up to date.

 

Pre-built samples

Starting from version v0.8.2, prebuilt samples are provided in the package. Please refer to the "Prebuilt samples" folder in the zip file. The sample files are provided for Windows (Vive, Vive Po & Vive Cosmos) and WaveVR (Vive Focus & Vive Focus Plus). They are built using Sample scene in the Unity plugin.

 

DllNotFoundException: aristo_interface

To run inside Unity Editor, please make sure:

  1. Your are using 64bit Unity Editor.
  2. Make sure OpenVR is selected and loaded as VR/XR device.

 

Start Detection Error: Camera

Hand tracking SDK uses camera frames to detect hands, so make sure you have correct setup for camera device:

  1. On Windows, make sure you have setup SteamVR following our document.
  2. On Android phones & Focus, make sure you have granted camera permission before start detection.
  3. Some android phones does not support NDK camera2 API, therefore the camera cannot be started. Please try another mobile phone or upgrade system. You can use NDK camera2 sample to check if your phone supports this API.
    1. Some phones are reported that does not support NDK camera2 API: Xiaomi Redmi Note5, Meizu phones.

 

Start Detection Error: OpenCL

Hand tracking SDK on Windows requires OpenCL for GPU acceleration, therefore please make sure you have proper drivers installed:

  1. Upgrade your GPU driver to latest version from NVIDIA/AMD offical website.
    1. Make sure you closed SteamVR before running GPU installer
    2. If you have Intel integrated GPU, please make sure you installed latest driver of iGPU as well
  2. Unity 2018 series (before 2018.3.3f1) have issues for OpenCL in Unity Editor. See details in this Unity issue

 

Bad hand detection accuracy

Hand Tracking SDK uses a deep learning model to detection hands and fingers. So the accuracy depends largely on the training images, and we are consistently collecting data and improving accuracy. Therefore, hand detection, especially finger tracking, may vary based on your lighting condition and background. Here are some tips for temporarily improve accuracy:

  1. Roll you your sleeves, make sure wrest is fully visible. This can improve the finger accuracy a lot.
  2. On Vive Pro and Vive Focus, please hold your hand a little higher, since the camera vertical FOV is quite small.
  3. Try to have a high constract background with your hands. For example, avoid yellow wallpaper or wooden floor if you are East Asian; avoid white walls if you are European.
  4. The same goes for lighting. Try to use different light colors, and make sure it's neither too dark (cannot distinguish your hand from environment) nor too light (lossing hand texture details) in your room.
  5. On Android phone, make sure your phone is landscape left rotation.

 

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Hello! Thank you for this post. But unfortunately, when I start the game in the "Sample" scene, I get the following error:
"Start gesture detection failed: Camera
UnityEngine.Debug:LogError(Object)
Aristo.GestureProvider:StartGestureDetection()
Aristo.<Start>c__Iterator0:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr"
What can be wrong?

 

   

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