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Add support for input and gestures for hand controllers #68
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# Conflicts: # XRTK.Lumin/Packages/com.xrtk.lumin/Controllers/LuminController.cs
If we want any modules to run in the editor then we need to flip that flag
@@ -3,7 +3,7 @@ | |||
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using XRTK.Definitions.Controllers; | |||
using XRTK.Definitions.Utilities; | |||
using XRTK.Lumin.Providers.Controllers; | |||
using XRTK.Lumin.Providers.InputSystem.Controllers; |
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Can we revert this namespace change?
…ure/hand-input # Conflicts: # XRTK.Lumin/Packages/com.xrtk.lumin/Runtime/Providers/InputSystem/Controllers/LuminController.cs # XRTK.Lumin/Packages/com.xrtk.lumin/Runtime/Providers/InputSystem/Controllers/LuminHandControllerDataProvider.cs # XRTK.Lumin/Packages/com.xrtk.lumin/Runtime/Utilities/LuminHandDataConverter.cs
@FejZa what need to be fixed here? |
@StephenHodgson this PR can be abandonded. Magic Leap simply does not provide the necessary accuracy and data to support the full feature set for hand tracking we have. Hopefully this will get better with the next device. |
Did you have a device to test this with? I believe the current implementation does need some work to fix the joints. |
No I didn't. One of my biggest issues with the lumin hand tracing implementation is I never had a device to work with. But I know from docs and other devs what the hand tracking is capable of. That said, it is absolutely possible that hand tracking needs some fixes for Lumin. |
Most important change Lumin does not have yet is that joint poses should not be in "world space" anymore but relative to the hand root. So a joint's position is the hand's root pose + the joint's pose. |
Please don't delete this branch then, but if we could update it, that'd be helpful |
I might try to take this on |
Overview
Companion PR to XRTK/com.xrtk.core#552