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    Generate XRHandShape Assets from Hand Recordings

    Once you have recorded hand data on your XR device, you can import and process these recordings within the Unity Editor to create custom XRHandShape assets.

    Import and Process Recordings in Unity

    Open the XR Hand Capture Window

    In Unity, navigate to: Window > XR > XR Hand Capture

    XR Hand Capture window

    Hand Visualization Settings

    The hand visualization fields are pre-populated with default settings to render hands in the scene view during playback. You can use these defaults without making any changes.

    XR Hand Capture window - Hand Visualization Settings section

    • Left Hand Prefab: Uses the Left Hand Tracking prefab from the Hand Visualizer sample by default.
    • Right Hand Prefab: Uses the Right Hand Tracking prefab from the Hand Visualizer sample by default.
    • Hand Mesh Material: Uses the HandsDefaultMaterial from the Hand Visualizer sample by default.
    • Joint Prefab: Uses the Joint prefab from the Hand Visualizer sample by default.
    • Should Draw Meshes: When enabled, hand meshes are rendered in the scene view during playback.
    • Should Draw Joints: When enabled, hand joints are rendered in the scene view during playback.

    Import Recordings to Unity

    XR Hand Capture window - Import Recording section

    1. Connect your XR device to the development machine.

      Note

      Currently, the XR Hand Capture window will not recognize your XR device unless the Build Target is set to Android.

    2. In the XR Hand Capture Editor window, click Import From Connected Headset to import all recordings from the connected device.

    Imported recordings are saved to Assets/Hand Recordings by default. If the folder does not exist, it will be created automatically. You may change the save path if desired.

    Imported recording assets

    Tip

    To avoid duplicate imports, delete imported or unwanted recordings from the headset using the delete icon in the recording app. If a recording with the same name already exists in the save path, a suffix will be appended to the new recording to differentiate it.

    Select Frame to Create Hand Shape

    XR Hand Capture window - Select Frame section

    1. Choose a recording from your imported list. Further steps will be unavailable until a recording is selected.

    2. Use the timeline slider to browse through frames and locate your desired hand pose. The captured hand will be displayed in the scene view.

      Tip

      If you can’t see the playback hands in the Scene view, it may be because the view is zoomed out or focused elsewhere. To quickly locate the hands, open the Hand Capture sample scene, select the XR Origin Hands, and press F to focus the view on it.

    3. Select Left or Right hand for shape extraction.

    4. Click Compute Finger Values button to analyze the selected hand pose:

      1. Expand the foldout to view and adjust XRHandShape properties. XR Hand Capture window - Finger shape details
      2. Fine-tune finger shape target values and thresholds for gesture recognition.
      3. Add or remove finger shape targets as needed.

    Default finger shape target threshold value is 0.15 (higher values allow for more lenient gesture recognition).

    Save or Overwrite Hand Shape Asset

    XR Hand Capture window - Save generated HandShape

    1. Select an XRHandShape asset to save the newly computed hand pose data.

      Tip

      To create a new XRHandShape asset, go to Assets > Create > XR > Hand Interactions > Hand Shape in the Editor Assets menu. For more details, refer to the XRHandShape asset documentation.

    2. Click Overwrite with Computed Shape to save the hand shape data into the selected XRHandShape asset.


    Test Your Generated XRHandShape Assets

    To test your newly created XRHandShape assets, use the Hand Shape Debugger in the Gestures sample.

    For setup instructions, please refer to the Hand Shape Debugger documentation.

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