Comments (14)
Hello Castana,
yes, this is possible. I assume you already cloned the repo?
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No problem, your english is good đ
If you executed the .bat already you can just copy these folders, yes. The .bat just creates a symbolic link from the External/MRTK folder to the Assets/MRTK folder.
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Thank you Acimaz !!!
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For me this folder had another folder called mrtk in it which was loading and loading. Just delete that and it should work fine. MRTK/MRTK folder.
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@castana1962 you don't need to clone this repo to make use of the features.
Follow the instructions for installing MRTK by Microsoft, and then install the unity packages in this release.
https://github.com/provencher/MRTK-Quest/releases/tag/v1.1.0
Alternatively, I have a sample project setup with everything and you can copy paste what you need from there.
https://github.com/provencher/MRTK-Quest-Sample
To note, the example scenes aren't special for the teleport feature, it's just a feature in the MRTK profile to enable teleport, and then MRTK-Quest will automatically enable it in your scene.
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@castana1962 this is an MRTK extension that leverages the oculus sdk for basic input, and MRTK for interactions.
I'm sorry to tell you that if you want to get rid of MRTK and just use Oculus integration I don't have an explanation to add the teleport feature, it's all very coupled and complicated.
Either you use MRTK and MRTK-Quest, and you have the teleport gesture, or you build your own teleport system, but I'm unfortunately not able to help with that.
The code is all open source and you're free to take what you want from it, but I'm not about to right a version of the gesture that doesn't rely on MRTK.
Best of luck!
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Hi again
Yes, I did.
I guess that MRTK-Quest_Development Scene is the correct one, right?
Could you say me what is the game object to the games object what I should export like unitypackage to add the Hand Tracking feature to my own VR project? or if you know some better way, please let me know it.
Thanks for your help
Regards
Alejandro
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What i did was to first call the "createSymlink.sh" script inside the MRTK-Quest/Assets/External folder in your repo. Or when you are on windows the .bat. After that I copied the folders "Assets/MixedRealityToolkit.Generated", "MRTK", "MRTK.ThirdParty" and "Resources" over in my private project.
There may be another better way by symlinking stuff over to your private project or using git submodules but I think this is the easiest way.
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Hi Acimaz,
Sorry my ignorance and my little English :)
Should I execute the .bat file again? or if I have these folder in my Unity projects, Could I copy them to my own Unity project?
Thanks for your time
Alejandro
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Hi Acimaz,
Good morning.
Sorry to bother you and my daring for this but I copied the folders that you told me and Unity "Crashed"â( âīšâ )âŽ, for that reason, and since that your one works fine, Could you share it with me? I remember that this one is in URP, Would it be possible?
Thanks for your help
Regards
Alejandro
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Hey Castana,
I can't do that with my main project because it's a project for our company (we are developing treatments for hand as well). However, I think I know what's causing the issue. In your copied MRTK folder, is there another MRTK folder which does not show up in unity? I had a similar issue because the symlink script created another symlink inside this MRTK folder which caused a recursive call of the same folder again and again. Of course, unity will crash after a while when doing so :D
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Hi Acimaz,
I will try it !!
Thanks
Alejandro
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Hi @provencher
First, thanks for letting me get the MRTK-Quest-Sample.
Sorry for my ignorance, but my own Unity VR project uses Oculus Integration plugin to do the most VR Interactions.
Although you told me that the teleport feature is not a special one on your MRTK project, What I should do to integrate only the Customized Teleport pointer for teleporting locomotion to hand tracking and touch controllers for Quest to my Unity/Oculus Integration project?
Thanks for your time.
Regards.
Alejandro
Ps. Sorry for my little English :)
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Hi @provencher,
Please, it is not my intention that you change your project or take out MRTK.
I only mentioned that mine is developing with a different VR plugin and adapt it from the Start to MRTK would be very complicated for me. I only asked you if it was possible to only take that hand tracking interactivity and if so, What would be the Game objects that I should integrate into my own project?
Thank you for allowing me to use your project to try and add a very important function for the benefit of people who have health problems and we are trying to help them with our project...
Best of luck to you too !!!
Regards
Alejandro
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Related Issues (20)
- Mutliple trigger events from single Pinch Geusture HOT 1
- Provide git Package
- Does it compatible with latest MRTK??
- Objects Leave Hand When Head Moves HOT 1
- Clean up MRTK-Audio dependency HOT 1
- Error when building project HOT 4
- Is this Project URP compatible? HOT 4
- Hand tracking feature is not working in Oculus Quest Headset..... HOT 4
- BaseControllerPointer.cs Error Quest MRTK or MRTK? HOT 6
- MRTK-Quest_Mixer seems to require Resonance Audio Renderer HOT 1
- Insufficient Controller mapping HOT 1
- Hand detection errors in different places HOT 4
- Hand Interaction Pan Zoom not in good direction HOT 1
- Videoplayer rensers only black texture. HOT 1
- Connect with PUN2 HOT 3
- Grabbed objects with physics stutter badly in the demo HOT 2
- NearInteraction with PokePointer on Quest-Controller HOT 4
- Deprecated? HOT 1
- Camera always start from (0,0,0) position. HOT 3
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