Expose oculus-hand profile by adding assets#280
Expose oculus-hand profile by adding assets#280felixtrz wants to merge 1 commit intoimmersive-web:mainfrom
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I believe we skipped this profile for a reason. The |
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@cabanier I see, this may be the case when we added this profile, but now it does add new information - it has the gestures in the gamepad buttons array which the generic-hand doesn't have; so by skipping this, developers will never have access to the gesture button mapping. |
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Can you make it so that you grab the profiles from |
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Interested in this topic as I submitted a similar PR #278 two months ago. There are two practical considerations that make it difficult to reuse generic-hand/left.glb and generic-hand/right.glb directly for the 1. Cross-folder asset references are not allowed by the schema Anything like: {
"profileId" : "oculus-hand",
"overrides" : {
"left": {
"assetPath": "profiles/generic-hand/left.glb"
}
}
}is invalid because it violates the filename constraint
2. Even if the schema restriction were bypassed, Even assuming we introduce workarounds such as modifying the validator, manually rewriting the This results in errors like the following:
Given these constraints, it might be worth considering a straightforward duplication of the `generic-hand` meshes within the `oculus-hand` folder, along with the additional component nodes required by this profile. This is the approach I followed in my earlier PR, and it avoids schema issues, removes the need for workarounds, and keeps the profile self-contained, though of course there may be alternative solutions the maintainers prefer. |
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@felixtrz what do you think of the comments of @simonedevit? Could you apply these to your PR? |

Add assets for the
oculus-handprofile to enable CDN distribution and developer usage.The
oculus-handprofile has existed in the registry (packages/registry/profiles/oculus/oculus-hand.json) but was never exposed through the assets package. Without corresponding assets, the profile cannot be built into the distribution and remains unavailable on the CDN, making it effectively unusable by developers (it is not available from https://cdn.jsdelivr.net/npm/@webxr-input-profiles/assets@1.0.20/dist/profiles/profilesList.json).Changes
packages/assets/profiles/oculus-hand/profile.jsonconfigurationleft.glbandright.glbhand models (reused fromgeneric-hand)profilesList.jsonand distributed via CDNWhy reuse generic-hand models?
The
oculus-handprofile is designed for hand tracking (not physical controllers), and the existinggeneric-handmodels provide appropriate visual representation. The profile defines hand gesture inputs including:xr-standard-trigger)Impact
Developers working with Oculus/Meta hand tracking can now load and visualize the
oculus-handprofile through the standard WebXR input profiles library and CDN.