[1255 - Open Beta] Finger Trackings Necessary Improvements
tracked
A
Amaranteアマランテ
There are issues with finger tracking currently in Open Beta and needs to be improved upon.
This is biggest an issue for Deaf people currently, and should be tackled before releasing Live update.
The following issues that are currently happening:
- Moving, rotating, muting mic, and jumping mash all together when not faced to face directly on chest level. Accidental triggers are more likely to occur as often than it would on General / Index VR controllers.
- No Action menu. Connecting thumb and index only opens Quick menu. Therefore, it is not possible to access emojis and expressions without accessing QM wings.
- Accidental jump triggers are too likely of occurring more often as compared to other accidental triggers.
- Cannot hold objects correctly. (In this case with pens, you can only pinch with thumb and index to hold AND use it at the same time, causing lines to be always drawn.)
The following improvements should be implemented beforehand:
- Triggers should ONLY occur facing self directly to the fact, preferably on chest level and should not occur on the face as well, in order to not interfere with signing in any Sign Languages.
- Implement Action menu that is normally doable with controllers (press and hold).
- Implement some kind of detection that avoid accidental jumps as much as possible, including accidental muting/unmuting mic.
- Implement separate hold and use functions with finger tracking.
EDIT: Added more issues to the post.
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fuopyǃ
I do a lot of lecturing using VRChat using pens. One potential way of enabling my use of hand-tracked pens could be something like this:
If I'm holding a pen in my right hand, using the pinch gesture in the left hand can enable the ink. If I'm holding the pen in my left hand, using the pinch gesture in my right hand can enable the ink.
Scout - VRChat Head of Quality Assurance
Merged in a post:
[1255] Accessibility, can't open menu
L
Lavendy
I have a disability where I can not turn my left hand, palm up, meaning it can't face my face. Also meaning I physically can't open the menu without breaking my neck or grabbing the controllers. It would make it so much more seamless and feel a lot better if I could just swap the oculus home button with the menu button but even in the accessibility settings of the headset, vrchats menu button just doesn't work when they're swapped. Maybe a button swap that translates into finger tracking?
Scout - VRChat Head of Quality Assurance
Merged in a post:
Interactive menu
PianoartistGYT
So this is a feature that exist in games like rec room where you can pull up your menu and physically press the buttons to use it I don’t think it’s likely that it would be added to vrchat but it would be awesome if it was
Scout - VRChat Head of Quality Assurance
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[1257] Add gesture to toggle all other finger tracking gesture input
S
SlowBrow
Please add a hand gesture to toggle all other hand-tracking gesture inputs on and off. I'd suggest either using the pinky (since it's not currently mapped), or possible requiring that you touch both ring fingers to your thumbs for a few seconds to activate the gesture.
Even if a dedicated hand gesture isn't feasible, adding a quick toggle to the QM or something to toggle gesture input would be great.
This would be great for anyone wanting to have an extended conversation without accidentally triggering the gesture inputs all the time (jump! jump! jump!), but it would be especially useful for people who rely on ASL or other sign languages for communication.
Scout - VRChat Head of Quality Assurance
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[1255] oculus quest 2 vrchat finger tracking
S
Sᴘᴇᴄᴛᴀᴄᴜʟᴀʀ
Where is the expression wheel for finger tracking thsts the only thing I'm confused about but apart from that it's a 10/10
Scout - VRChat Head of Quality Assurance
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Minor recommendations
b
bklandry2k21
There's a couple of things that do need to be fixed, like how your fingers can merge together and or get confused as to what finger is being moved and that you can only pick things up by pinching them, but when you are using hand tracking and go to pick up anything it shows the controller prompt. I'd imagine there already is or will be an implementation for this but it's something i wanted to point out, also when your hands don't track it just puts your hands in idle position which isn't very immersive and can throw a lot of people off especially if their hands aren't even on their sides, maybe if it's possible could there be a way to make it seem like your hands and arms are where they should be if they don't track? It won't be as immersive still, but it definitely will not throw people off as much.
Scout - VRChat Head of Quality Assurance
Merged in a post:
Hand Tracking Suggestions (QUEST)
T
ThatOneGuy12929
Note: I'm not going to be talking about bugs, because I haven't experienced any bugs with the hand tracking that was not the tracking itself. Except for #4.
- Add the ability to open the action menu by holding the menu gesture for a few seconds.
- Have working gestures. (Sense the gesture that would be used with the controller. EX: With an avatar that has gesture controlled props, {spawn prop(s) in hand} when you do the gesture required to use it it should activate with hand tracking.)
- Change the way you pick up objects. Instead of pinching to grab you would have to grip with the middle, ring, and pinky finger and then to use the object (if it has something special I does) you would need to include the thumb and index fingers. (The way it is now when you grab stuff you also use it at the same time.)
- Fix spawn portals. When you spawn a portal with the "new" way it senses the controller in the wrist and you have to use the back of your hand to aim the portal.
Scout - VRChat Head of Quality Assurance
Merged in a post:
[1255-Open Beta] Better Gripping Options
A
Alphacinder
The current options for gripping in the VrChat Beta (index to thumb when item is selected) is poorly implemented and needs improvement. My current issues with the way of grabbing items is:
.Pens constantly writing when you pick them up
.Items snapping into one position and not being able to change it
.Not being able to hold the item in any different way
I think this could be fixed by having a different gesture for grabbing. My idea is closing all back 3 fingers to imitate the grip button on Quest 2 controllers. You would be able to grab the item in any area and hold it however you like. For pens, the index-thumb would be used to get them to write, similar to how you hold pencils in real life.
Scout - VRChat Head of Quality Assurance
Merged in a post:
Gesture rework
S
Syper_
Some gestures work really well while others are a bit glitchy at times EG: pinch to grab. Maybe some gestures could be changed to something more unique and easy to differentiate like making a fist to grab? Plus this would feel more natural to how you would actually grab stuff.
Scout - VRChat Head of Quality Assurance
Merged in a post:
Gesture customization
S
Syper_
Perhaps a menu can be implemented to alter each gesture to your preference. Basically how changing key-binds work on PC.
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