OpenXRHandTracking
OpenXR API layer enabling XR_EXT_hand_tracking support using Ultraleap tracking (by ultraleap)
gl_context_fix_layer
By ChristophHaag
OpenXRHandTracking | gl_context_fix_layer | |
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4 | 1 | |
40 | 2 | |
- | - | |
1.0 | 3.2 | |
over 1 year ago | over 2 years ago | |
C++ | ||
GNU General Public License v3.0 or later | - |
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Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
OpenXRHandTracking
Posts with mentions or reviews of OpenXRHandTracking.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2023-02-14.
- Hand/Finger Tracking for HTC Vive Pro, what are my options?
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How to use unity and Varjo for hand tracking.
Varjo VR-3 and XR-3 use a handtracking module by Ultraleap (former Leap Motion). Check the Varjo website for a Unity SDK or check the developer section at https://www.ultraleap.com/ https://docs.ultraleap.com/unity-api/ https://docs.ultraleap.com/varjo/
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Building an openxr layer
You can also look at the documentation of LunarG's XR_EXTX_overlay layer https://github.com/LunarG/OpenXR-OverlayLayer or ultraleap's XR_EXT_hand_tracking layer (even though this one is closed source) https://github.com/ultraleap/OpenXRHandTracking
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Handtracking for Oculus PCVR (XR_EXT_hand_tracking)
If you are looking to use XR_EXT_hand_tracking on PC with the Quest, then you could always stick a Leap Motion Controller or a Stereo IR 170 on the front and use our API layer 😉
gl_context_fix_layer
Posts with mentions or reviews of gl_context_fix_layer.
We have used some of these posts to build our list of alternatives
and similar projects. The last one was on 2022-03-04.
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Building an openxr layer
If you want to know how to start developing, I think the code of my layer that attempts to fix a steamvr for linux issue https://github.com/ChristophHaag/gl_context_fix_layer is quite minimal and simple. I also have a (very unfinished) proof of concept layer to modify action bindings that an application suggests to runtimes https://github.com/ChristophHaag/action_binding_layer
What are some alternatives?
When comparing OpenXRHandTracking and gl_context_fix_layer you can also consider the following projects:
OpenXR-OverlayLayer - Implementation of the OpenXR Overlay extension as a layer
_ARCHIVE_XR_APILAYER_NOVENDOR_fov_modifier - An OpenXR layer to alter the FOV of the stereo view based on a config file.
OxideXR - OpenXR binding customisation layer.
driver_leap - Improved SteamVR driver for Leap Motion controller
openvr - OpenVR SDK
OpenXRHandTracking vs OpenXR-OverlayLayer
gl_context_fix_layer vs OpenXR-OverlayLayer
OpenXRHandTracking vs _ARCHIVE_XR_APILAYER_NOVENDOR_fov_modifier
gl_context_fix_layer vs _ARCHIVE_XR_APILAYER_NOVENDOR_fov_modifier
OpenXRHandTracking vs OxideXR
OpenXRHandTracking vs driver_leap
OpenXRHandTracking vs openvr