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Make Leap Motion wireless with Oculus Quest 2

acexxx

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Hi, this is my first post, but I've been with VaM for years. I recently get an Oculus Quest 2 to replace my old HTC Vive V1. The goal is to get full wireless immersive VR experience with relatively a low budget (I hope I can get most of the money back by selling my old Vive unit). My major concern is about hand tracking. As we know the native hand tracking of Quest 2 is pretty much unusable in PCVR, so I'm afraid I still need to keep my Leap Motion with my new headset.

Then the question is how to make Leap Motion work wirelessly. The most straightforward solution is to use a small compute unit (like Raspberry Pi) as a WiFi USB server, exactly the same as

I did a simple proof of concept by connecting my Leap Motion to my MacBook, making it as a USB server by https://www.virtualhere.com/osx_server_software, and use Leap Motion wirelessly from my Gaming PC. It looks like working pretty well: I didn't see obvious performance degradation in term of latency and accuracy, and it didn't seem to interfere with AirLink based on my simple in-game test (if need, it's totally possible to isolate wireless USB and AirLink by different wireless networks). The reason we cannot directly connect Leap Motion to Quest 2 is due to the Android version that Oculus uses: https://www.virtualhere.com/content/oculus-quest-2-not-showing-devices

I just ordered my Raspberry Pi unit, and it will take a few days to deliver. I'll keep you guys updated once I have it. Please let me know what do you think. If there is an existing post related to this, please also let me know. Thanks!
 
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How is the leap motion with VaM? Also, how do you intend to mount it to account for you moving around in the headset?
 
Just bought a leap motion in the hope I may be able to start creating with it in VR - I would love your set-up so it would be great to get in touch and pick your brains :)
 
I've stumbled across these articles, seems like Unity has the libraries and functions to use the native Quest 2 hand tracking data. I wonder if people who actually know Unity if they can't develop a Scene Plugin which can override VAM controller tracking by forcing it to Hand tracking or if it has to be enable by the gents at MeshedVR.

 
I've stumbled across these articles, seems like Unity has the libraries and functions to use the native Quest 2 hand tracking data. I wonder if people who actually know Unity if they can't develop a Scene Plugin which can override VAM controller tracking by forcing it to Hand tracking or if it has to be enable by the gents at MeshedVR.


I had a similar thought about this for Vive headsets using the Vive Hand Tracking SDK. I've been trying to figure it out but honestly, I have no developing skills and feel pretty hopeless about this. https://hub.virtamate.com/threads/hand-tracking-for-vive-headsets.16466/
 
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