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Home»Tech News»The Design & Implementation of Oculus Quest Hand-tracking in Myst
Tech News

The Design & Implementation of Oculus Quest Hand-tracking in Myst

August 5, 2022No Comments10 Mins Read
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The Design & Implementation of Oculus Quest Hand-tracking in Myst
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Utilizing Presence Platform’s upgraded Hand Monitoring API, we launched Hand Monitoring with our most up-to-date replace to Myst on the Meta Quest Platform, titled ‘Fingers & Extra’. We’re tremendous excited to lastly let of us play Myst on Quest with out bodily controllers! On this publish, we’ll focus on the evolution and iteration of implementing hand monitoring in Myst—and specifically, including extra help for it in Unreal Engine 4.27.2.

Visitor Article by Hannah Gamiel

Hannah Gamiel is the Growth Director at Cyan—the studio behind the unique ‘Myst’ video games—and helped develop the brand new ‘Myst (2020)‘ which incorporates VR help. Initially coming from a purely technical background, she now helps lead manufacturing on all titles and manages enterprise & tech efforts at Cyan. She has labored on titles comparable to ‘Myst’ (2020), ‘The Witness’, ‘Braid, Anniversary Version’, ‘Obduction’, ‘Firmament’ (coming quickly!), and extra.

Design Section & Issues

Designing Navigation for Hand Monitoring

Image indicating the place you’d wish to go. You doubtless considered pointing, proper? That’s why we opted to make use of a ‘pointing’ methodology for motion in Myst.

Once you’re in teleport mode, you possibly can level to the place you’d wish to go and the teleport ring seems at your vacation spot. Once you ‘un-point’ (by extending the remainder of your fingers, or just pulling your pointer finger again into your palm), the teleport is executed.

Once you’re in easy motion mode, pointing together with your free-movement-dominant hand (which might be configured in our controls settings, however is the Left hand by default) will start easily transferring you round within the course you’re pointing.

When playtesting motion with pointing, we discovered that hand monitoring can typically be unreliable together with your pointer finger and center finger when it’s occluded by the remainder of your hand. The system isn’t certain whether or not these fingers are absolutely pointing or absolutely ‘enclosed’ in your hand. We added a little bit of a ‘fudge’ issue to the code to account for extra secure motion initiation/execution on this entrance—which we’ll go right into a bit later after we focus on adjustments made to out-of-the-box Hand Monitoring help in Unreal Engine.

Turning

The ‘level’ methodology doesn’t work for all navigation usages. In relation to turning, we initially mixed pointing with wrist rotation. Evaluating the participant’s wrist and the digital camera’s ahead vector would point out the course of the flip (and the way large the flip ought to be).We tried this initially because it appeared intuitive to maintain the ‘pointing’ theme for navigation going between all modes.

Issues arose in consolation assessments, nevertheless. In playtesting, most gamers would level ahead with their palm going through the bottom, as one doubtless would when making an attempt to level at one thing outdoors of a recreation as properly. Rotating your wrist to the left and proper (across the up axis of your wrist) whilst you have your palm going through the bottom is difficult and has a really restricted vary of movement, particularly if attempting to show away out of your chest.

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This subject is similar even should you requested a participant to level at one thing in entrance of them with their palms going through inward. You may bend your wrist in towards your physique fairly a bit, however you gained’t get the identical vary of movement bending your wrist away out of your physique.

So how did we remedy this? We ended up assigning turning to a ‘thumbs-up’ gesture as an alternative of a pointer-finger-pointing gesture.

Think about giving a thumbs-up. Now flip your wrist proper and left. Notice that regardless that you don’t have an enormous vary of movement it’s nonetheless pretty constant pointing both ‘left’ and ‘proper’ together with your thumb on this gesture.

That is what we settled on for delivering hand monitoring mode. Though pointing together with your thumb doesn’t appear to be probably the most intuitive option to flip, it did find yourself being probably the most snug and constant approach of doing so.

With snap turning, rotating your wrist to the left or proper from a thumbs-up place causes a single snap flip to provoke. You then need to return your hand to the ‘middle’ (straight up) place with a purpose to reset the snap, and moreover look forward to a really quick cooldown to happen to provoke a snap flip once more.

With easy turning, turning your wrist whereas in a thumbs-up place will start rotating you left or proper—as soon as you permit a ‘useless zone’ that stops a flip from occurring till you cross the edge.

Dealing with Conflicts Between Motion & Object Interplay Poses

In fact, pointing a finger is just too broad of a gesture to be assumed to solely simply be used for navigation. Folks will make the identical pointing gesture to press buttons or work together with different issues on the earth simply out of behavior or their very own expectation. It could be fairly jarring to stroll as much as (however not proper as much as) a button, level your finger to press it, after which instantly (and unwantedly) transfer nearer to it in-game (or provoke a teleport unintentionally)!

The best way we stop motion from occuring whereas the participant could also be interacting with one thing is by stopping any motion code from firing off when the hand making the ‘transfer’ gesture is inside a sure vary of an interactable object. This vary has been tweaked a number of instances to get to a very good ‘candy spot’ based mostly on playtesting.

We’ve discovered that this candy spot is round 25 cm from the world area location of the bone of the tip of the index finger. Myst is filled with interactive objects of assorted sizes (the whole lot from small buttons to very massive levers) arrayed in each wide-open areas and slim hallways, so it took us fairly a little bit of testing to choose this quantity. We initially tried 60 cm (about two toes), however that prevented motion from occurring when gamers nonetheless wanted to get nearer to an object. Likewise, something under 25 cm prompted undesired participant motion to set off when gamers had been attempting to seize or contact an object.

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One among our greatest testing areas was the generator room on Myst Island, the place you make your approach by a slim entryway and are then instantly greeted by a panel filled with buttons. When the interplay testing space was too massive, gamers had been unable to maneuver by the entry and towards the panel as a result of it detected buttons inside vary of the index finger.

That stated, 25 cm is what labored particularly for Myst. Different video games might have to regulate this quantity in the event that they wish to implement one thing comparable, with their very own standards in thoughts.

Designing Object Interactions for Hand Monitoring

Proper now, all grabbable interactions in Myst are constructed to work with hand monitoring—turning valves, opening doorways, urgent buttons, turning ebook pages, and so forth.

The interactions piggy-back off what we had already arrange for Myst with Contact controllers. There, urgent the grip button mechanically blends the in-game mesh illustration of your hand right into a ‘grabbed’ pose, both placing your hand right into a fist (if empty) or grabbing an object. With hand monitoring, we’ve added code that may make a certified guess as to when you may have curled your fingers sufficient to ‘seize’ one thing and provoke the identical logic as talked about earlier than.

For instance, whenever you’re utilizing hand monitoring and your hand hovers over one thing that’s grabbable, your hand coloration turns orange (that is precisely what occurs whenever you don’t use hand monitoring in Myst VR as properly). Once you seize an interactable object by starting to curve your fingers right into a fist, an orange sphere replaces your hand mesh and represents the place the hand is connected to the article.

The explanation why we went with this methodology as an alternative of constructing customized poseable meshes to your fingers—or permitting your fingers/fingers to seem to bodily work together with parts of those objects—is as a result of we needed the interactions to be at parity with what we provide on the Contact controller aspect for now.

Pushing buttons works in another way although. There’s no want for abstraction since buttons aren’t grabbable objects, and as an alternative we will let you merely push a button utilizing generated capsule colliders between every of the finger joints on the poseable hand mesh. You are able to do all types of bizarre and enjoyable issues due to this—like utilizing solely your pinky or the knuckle of your ring finger to work together with each button within the recreation, should you actually wish to.

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This implementation differs barely from the best way Contact controllers work together with buttons within the recreation in that we often anticipate gamers to make use of the grip button on their controller to set the hand to be a posed ‘finger pointing’ mesh to get an correct in-game button press on their finish. With hand monitoring, there’s clearly considerably extra flexibility within the pose you possibly can create together with your hand, and due to this fact considerably extra methods to press buttons with the identical stage of accuracy.

Menu/UI Interactions

For interacting with menus, we ended up going with the identical interplay paradigm that Meta makes use of for the Quest Platform: a two-finger pinch between thumb and index finger, on both hand. This can be utilized each to open our in-game menu and work together with parts within the menu. No sense in reinventing the wheel right here when gamers are already taught to do that within the OS-level menus once they first allow hand monitoring on Quest!

Speaking All of This to the Participant

As a result of hand monitoring isn’t as frequent an enter on Quest as Contact controllers, and since there could also be some folks enjoying Myst for the very first time (and even enjoying their very first VR recreation!), we tried to be thoughtful with how we talk all of this details about hand monitoring to the participant. We made certain to incorporate one other model of our “controller diagram” particularly tailor-made to explain hand monitoring interactions (when enabled in Myst), and we present the participant specialised notifications that inform them precisely learn how to transfer round with their fingers.

Moreover, we thought it could be important to remind the participant learn how to have a easy hand monitoring expertise, as soon as enabled. The participant is notified in Myst’s menu that hand monitoring stability is a lot better in the event that they guarantee they’re in a well-lit room and maintain their fingers inside their area of view.

Meta additionally informs gamers that these are key to a well-tracked hand monitoring surroundings, however we acknowledge that some gamers would possibly bounce right into a recreation not having parsed Meta’s notices about this primary, so we’ve chosen to remind of us in case they forgot.

Proceed on Web page 2: Engine Modifications Made in Unreal »

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