Hand Interaction Profile

Chose the desired configuration option below to see the key-value pairs and their options:

Keys

Values

Details

Defaults

feature_hand_interaction

BOOL

where BOOL is a boolean describing the active state of the feature. Options are true and false

true

Keys

Values

Details

Defaults

ULTRALEAP_OPENXR_FEATURE_HAND_INTERACTION

BOOL

where BOOL is a boolean describing the active state of the feature. Options are true and false

true

What does it do?

This feature enables support for the XR_MSFT_hand_interaction vendor extension and if supported by the underlying runtime, the full extension XR_EXT_hand_interaction.

These extensions add a new interaction profile for OpenXR’s Action System supplying first class support for hands as a driver for actions.

Below are all the component paths that as a developer you will have access to if using OpenXR directly:

  • …/input/aim/pose

  • …/input/grip/pose

  • …/input/pinch_ext/pose *

  • …/input/poke_ext/pose *

  • …/input/select/value

  • …/input/squeeze/value

  • …/input/pinch_ext/value *

  • …/input/pinch_ext/ready_ext *

  • …/input/aim_activate_ext/value *

  • …/input/aim_activate_ext/ready_ext *

  • …/input/grasp_ext/value *

  • …/input/grasp_ext/ready_ext *

Note

Those with an * are only supplied if the full extension is supported by the underlying runtime.

Engines that support above extensions will often have abstractions over the OpenXR implementation to fit in with their native input system. Unity has a very fleshed out implementation of this via their OpenXR Plugin

Back to top