See the list of supported devices to get information on the hand target of each device.
Thumb and Finger Curl
The current curl value of the thumb and/or fingers is found here. It is possible to control the curl value of a finger of thumb directly using the slider during play if it is not directly controlled by input or hand poses. If it is controlled by input, the current curl value can be seen here.
For Mecanim compatible avatars, the correct bones are detected automatically. For other avatars, the correct bone Transforms can be assigned manually using the Bone parameters.
It is also possible to override the default bones from Mecanim with your own choice by manual assignment of the bone. To return to the default bone, it is sufficient to clear the applicable Bone parameter.
For the thumb and finger bones, only the first, proximal bone is needed, other child bones will be detected automatically.
For the arm bones, it is possible to configure the limits of movement. The maximum angle can be set when Joint Limitations is enabled.
Shows the currently detected hand pose.
More information on hand poses can be found here.
|Show Real Objects||will show controller models of input devices where applicable.|
|Rotation Speed Limitation||limits the maximum rotation speed of the joints. This can result in more natural movements with optical tracking solutions.|
|Touch Interaction||enables touch interaction with the environment. See Interaction.|
|Physics||enables physics for this hand. See Physics.|
|Strength||determines the strength of the hand when using physics.|
|Touching Object||the object when it is touched by the hand.|
|Grabbed Object||the object when it is grabbed by the hand.|
- Interaction Pointer Adds a interaction pointer to the hand target. For more information about interaction see Interaction, Event System and UI.
- Teleporter Adds a preconfigured interaction pointer to the hand target which can teleport the avatar by pointing to new positions.