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(3 edits)

Nice work, I always wondered how well hand tracking could be used in most games without movement inputs  (outside of possibly teleportation) and forgot all about tea for god!

 I don't have a quest myself but its awesome to see your implementation of it, hopefully finger tracking will get more attention if someone makes an open source version for PC (or valve packs it into steamVR) with so many headsets having 2 or more cameras on them now it could probably have some level of input on most devices.

The Vive/Pro do have a finger tracking sdk (https://developer.vive.com/resources/knowledgebase/vive-hand-tracking-sdk/) but I'm not sure anyone even knows it exists.

I kind of hope for PC version although I prefer it to be handled via SteamVR (or OculusSDK or WMR SDK) than just dealing with specific device's libraries.

There could be even gloves that use the same system. While gloves kind of contradict the whole idea (to have nothing in your hands), they could be much more precise and could not have as many problems as camera-based hand-tracking currently has. Of course those don't have to be gloves, it can be something that you just put on your hand - I think that I've seen something like that, I just can't remember the name.