Hands
While I was building my game, I knew that I had to add controllers and interactions to it. I watched some tutorials on how to implement them in a Unity project (https://youtu.be/xmzAeNX1YuM), to refresh my knowledge. I added and tested them in VR (Virtual Reality). Both controllers were working fine, however, I was not entirely sure about using them in my bike workshop. They looked a bit odd. They were a combination of several different gamepads from various headsets; therefore, I was not convinced.
I decided to use OVR hands instead, so the player would use the controllers in real life but have (see) hands in VR, in the BIKEhouse game. I watched another video (https://youtu.be/xmzAeNX1YuM) and managed to have it done. I was struggling a bit with the OVR Hand Prefab and in the end used the OVR Custom Hands. Initially both hands were in an odd, unnatural position. After I positioned them properly, I was going to move on to the next part of my project.
I built the project and ran it in VR. I took several photographs of my experience while I was testing it on the Quest 2; they are available here.
The hands I have inserted into my game bothered me as they did not move, they were still, with no fingers’ movement. I knew that something was wrong, something was missing. Therefore, I did some more research on the topic and tried again.
I followed a tutorial on grabbing an object in Unity (https://medium.com/@shailendra2011991/grabbing-an-object-in-vr-oculus-quest-with-unity-1cc20510bde6), which included adding hands as controllers. I carefully built a test project and after this little success, I implemented the same solution in my BIKEhouse game. As a result, I had a pair of responsible hands with fingers’ movement, and grabbing options, as well as objects in the scene that were grabbable, so the player could pick up and drop them in the game.