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.

VG control flags.
MyVirtualGrasp is the default main configuration component for VirtualGrasp.
Note that "Replay" only appears in Pro-versions of VG.

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
Unity XR Plugin.
Installing Unity XR Management.