sdraw_mods_cvr/ml_bft
SDraw 9f78aa4620
New mod: PlayerAvatarHistory
Incremented version for nightly to prevent rollback by auto-updater
Minor fixes
2025-07-03 16:15:47 +03:00
..
.github Update README.md 2024-03-29 15:15:17 +03:00
Properties Main menu mods' settings update delay 2025-05-24 16:29:01 +03:00
resources Too many changes 2024-10-05 15:42:32 +03:00
AssetsHandler.cs Too many changes 2024-10-05 15:42:32 +03:00
FingerSystem.cs New mod: PlayerAvatarHistory 2025-07-03 16:15:47 +03:00
GameEvents.cs Additional nightly fixes 2025-06-25 01:13:40 +03:00
HandHandlerVR.cs Clean up based on static analyzer suggestions 2024-10-07 12:08:35 +03:00
InputHandler.cs Too many changes 2024-10-05 15:42:32 +03:00
Main.cs Custom event classes for patched methods 2024-04-27 00:23:03 +03:00
ml_bft.csproj Main menu mods' settings update delay 2025-05-24 16:29:01 +03:00
README.md Too many changes 2024-10-05 15:42:32 +03:00
ResourcesHandler.cs Clean up based on static analyzer suggestions 2024-10-07 12:08:35 +03:00
Settings.cs Main menu mods' settings update delay 2025-05-24 16:29:01 +03:00
Utils.cs New mod: PlayerAvatarHistory 2025-07-03 16:15:47 +03:00

Better Fingers Tracking

Mod that overhauls behaviour of fingers tracking.

Installation

Usage

Available mod's settings in Settings - Input & Key-Bindings - Better Fingers Tracking:

  • Force SteamVR skeletal input: forced usage of SteamVR skeletal input (works as long as controllers' driver supplies skeletal pose throught OpenVR interfaces); false by default
  • Motion range: fingers tracking motion range/mode/type; With controller by default
  • Filter humanoid limits: Limits fingers rotations to be valid for Unity's Mechanim; true by default
    • Note: Enabling this option ensures that visual representation of your fingers will be same for you and remote players, but it cancels out additional finger segments rotations that can be better visually in most cases.
  • Show hands model: shows transparent hands model (mostly as debug option); false by default
  • Change fingers direction at bind: tries to allign avatar's fingers for more accurate poses; true by default

Notes

  • Currently supports only SteamVR environment, OpenXR support is planned.
  • Fingers tracking quality is highly dependant on avatar's hand state in Unity's T-pose, possible solutions are in search.
  • For Oculus Quest controllers (all versions) be sure that skeleton bindings are properly set up in SteamVR controllers bindings.