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Unable to detect hands with hand tracking sdk and Unity


Shr

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Hello,

I am new to unity and vive pro. I am trying to implement ray casting using the hand tracking sdk. I have already followed the steps mentioned in the documentation and verified that camera is working on SteamVR. However, my hands are not detected. The robot hands in the sample scene are static. They do not move according to my real hand.

I also tried to follow the steps as described in the VIVE hand traking SDK webinar - 

- I have added gesture provider script to main camera

- I have added left hand and right hand models; added hand display switch (script) and Hand state checker (script) to the models.

Yet my hands are not detected.

I get the below error

NullReferenceException: Object reference not set to an instance of an object
ViveHandTracking.ViveHandTrackingEngine.UpdateResult () (at Assets/ViveHandTracking/Scripts/Engine/ViveHandTrackingEngine.cs:107)
ViveHandTracking.GestureProvider.Update () (at Assets/ViveHandTracking/Scripts/GestureProvider.cs:157)
 

I am using unity version - 2019.4.28f1

hand tracking sdk version - 0.9.4

Am I missing out on something? Kindly help me resolve the issue.

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Hi @Shr

Have tried to run the sample scenes first?

You can try the UI sample scene, which is located at `Assets/ViveHandTracking/Sample/UISample.unity`. Just double click it from Project window and Hit Play.

Please also note that Hand Tracking SDK may take about 1-2 minutes to startup in the first run on each machine. Please wait for a few minutes, then put on HMD and verify if you can see your hands.

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I tried to run the sample. I see that there are two cartoon hands (the colored ones). But they do not move with respect to my actual hands even after waiting for about 5 minutes. Is there any additional setting that I am missing?

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Hi @Shr

Do you see any errors in Unity log console? Can you also provide the hand tracking log file, which is located in %USERPROFILE%\AppData\Local\Aristo\Aristo.log.

It seems a little strange to see cartoon hands after the start, since the default hand is the skeleton (spheres and links). Cartoon hand is only shown after both hands triggered thumb up gesture.

By the way, we have newer version 0.10.0, you can have a try and see if that helps.

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  • 6 months later...
On 6/16/2021 at 6:25 PM, Shr said:

I tried to run the sample. I see that there are two cartoon hands (the colored ones). But they do not move with respect to my actual hands even after waiting for about 5 minutes. Is there any additional setting that I am missing?

Did you tried the following mentioned about?

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  • 3 months later...

Hello,

I'm new to the VR developpement and also on unity and i had the same problem as @Shr exept that on my sample exemple which i imported from your SDK there is no model of the hand (just the skeleton) and i have some log error showing:

-Start gesture detection failed: Camera

-ViveHandTrackingEngine start failed : Camera

-ViveHandTrackingEngine start failed

these error are showing when my Vive Hand Tracking settings have the vivehand tracking as the first detection engine. When i put the editor as the first engine i have a visual render but as i have seen there is no concept of tracking in it(i tried to make it detect my hand by waiting 5 min but not working).

Maybe you would want to say that my camera on my VR headset is off but i tested it and it showed in green "test of the camera successful" and all my app have access to my camera.

i have followed all the requirement that we can find on your doc: https://hub.vive.com/storage/tracking/unity/setup.html and didn't manage to make it work.

i work on unity 2021.3.1f1 with a hand tracking sdk version of 1.0.0 with an HTC Vive or a Valve Index and i'm on windows.

My goal with this SDK is to get the coordinate of my hand in real time to make a human skeleton of myself.

Do you have any idea how i can solve this? I will greatly appreciate any help provided. @zzy

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