A First Look at the Sensor Setup
In VirtualGrasp we use the terms “sensor” and “controller” exchangeably since a VR controller is essentially a sensing device for hand poses.
In MyVirtualGrasp.cs, a sensor setup can be configured for any controller (or sensor) supported through various VG_ExternalControllers. A number of controller profiles are already included in VirtualGrasp, such as Oculus controllers, mouse control, finger tracking, among others. See Sensors page for detailed instruction.
You can use VirtualGrasp without a VR headset and your scene does not need to be a VR-enabled scene.
If you do not have a headset, you can use the “VG_EC_Mousehand” profile to get started and control the hands with the mouse.
If you do have a headset, we recommend to use the “VG_EC_UnityXRHand” profile (after assuring that you enabled your scene for VR) to get started, through UnityXR.
If you have a headset the easiest way is to setup Unity XR Management for your project as follows:
- in the "Edit" menu, choose Project Settings→XR Plugin Management and "Install XR Plugin Management"
- enable "Oculus" as Plugin-Provider (assuming you are using a Quest)
- Right click "Camera" in Hierarchy and select "XR→Convert Camera To XR Rig"
- connect Quest with USB cable (the charging cable)
- Select "Enable Oculus Link" inside the headset