- With tracked hands on, a hand driving khr/simple_controller with camera-tracked joints is bare:
latched through wheel_tracking_grace (Meta drops the select action while a hand is lost),
cleared as soon as a controller's squeeze is back. Its palm joint stands in for the grip and a
grasp from the middle, ring and little fingers' flexion (0 below 1.2 rad, 1 from 3.0) for the
squeeze, so closing a hand on the rim takes hold under the wheel's own press and release. The
grasp never reaches the game's buttons.
- In a cockpit race a bare hand holding the wheel holds the gas (A / South) and a pinch from a free
bare hand uses an item (Z / L) once the hand has been off the wheel for 0.15 s. Only while the
game has the remote's pointer off: KPAD publishes the game's pointer switch for the VR remote,
so the pause menu and the results keep a right pinch as A. The pacing thread logs each change,
to confirm on the headset that MKW turns the pointer off while driving.
- A held bare hand keeps its last joints drawn through a short loss; bare hands get no haptics.
The headset panel's readout shows grasp, hold and pinch. Docs: OPENXR.md.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
- New [vr] hand_tracking (default off, Quest only for now): the Quest launcher's Settings > VR and
the headset panel's VR tab, under hand steering. Two XR_EXT_hand_tracking trackers are located
every XR frame: with the controllers held the Quest builds the joints from their touch sensors
(XR_EXT_hand_tracking_data_source's controller source), once they are put down from its
cameras. The trackers exist only while the option and hand steering are on and also serve the
runtime hand mesh; the extensions (plus XR_FB_hand_tracking_aim) are asked for when either is
on at launch.
- Aurora skins the runtime mesh with the joints themselves (tracked pose times inverse bind pose,
no curl, no grip); runtimes with joints but no mesh get a skeleton; non-finite joints put only
that hand back on its grip curl. AuroraCockpitHand carries the 26 seated-frame joints and radii.
- The manifest declares horizonos.permission.HAND_TRACKING (and the deprecated
com.oculus.permission.HAND_TRACKING), both normal permissions with no prompt on a Quest 3, and
oculus.software.handtracking as optional; without it Horizon OS keeps the app controllers-only.
Bare hands then drive khr/simple_controller, so on Android a hand whose squeeze action is
inactive and select active is treated as bare: with the option off it presses nothing but the
menu gesture, is not drawn and feeds no Wii Remote motion.
- Interaction-profile changes and tracker sources are logged. The pure rules (grasp from finger
flexion, bare latch, pinch gate, bare-hand buttons, flick) live in the OpenXR-free
vr/openxr_hand_tracking.h with mkw_vr_hand_tracking_tests; the driving and flick parts are
wired in the next commits. Docs: OPENXR.md, docs/quest-port.md, README.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Clicking the right thumbstick flips first person exactly as the F10
checkbox does, and saves it the same way. It works on the VR controllers
in either presentation (with a short tick on the right controller) and on
any other gamepad while VR is running. It never reached the game: SDL's
stick click only lands in Aurora's extended buttons.
A click counts on release, and only if the left thumbstick stayed up and
the headset settings panel stayed closed throughout, so the two-thumbstick
panel chord in gamepad mode never toggles the camera. A gamepad whose
right stick click is bound to a GameCube control on its port, as a button
or in an input expression, keeps it for the game. The XR side only posts
a request; the toggle itself runs on the game thread with the checkbox.
[vr] first_person_toggle_click (default true) and a checkbox under the
camera toggle turn the click off. mkw_vr_camera_toggle_tests covers the
click rule.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Every XR frame in the cockpit seat the pacing thread locates both grips in
the seated frame (the immersive base turned by the lean-back angle, the
frame the eye transforms place the vehicle in) and publishes a driving
snapshot. The wheel or handlebar shows the left stick's steering at the
configured full-lock angle, eased; the vehicle's own wheel reads that angle
on the guest thread.
With hand_steering on (off by default), squeezing a grip near the wheel or
handlebar takes hold of it (a short pulse on grab and release); one or two
hands turn it through heurazy's SteeringWheel, and while it is held the
wheel replaces the left stick's X axis in both the Wii Remote and gamepad
presentations, the stick's Y still aims items, and a holding grip no
longer presses C or a shoulder. The settings panel withholds it like any
other input.
The stereo packet carries the cockpit overlay: the hands, in the runtime's
hand mesh (XR_EXT_hand_tracking + XR_FB_hand_tracking_mesh, requested only
when hand steering is on at launch) or procedural gloves, and the separate
VR wheel or handlebar whenever the vehicle's own is not the one turning.