Auto Hand - VR Interaction


🖐 VR Interaction made easy 🖐


Auto Hand is a High-Quality physics interaction system that is designed to be user-friendly and highly customizable. Auto Hand includes online documentation and a setup wizard with quality options to assure the best quality based on your project's constraints


Auto Hand includes an automatic pose generation system that will configure a hand's shape on grab. Works well with all primitive colliders and mesh colliders!


Comes with a fully loaded movement controller that includes smooth movement, teleporting, climbing, static head collision guard systems.


VR physics interaction includes options such as weight, collision, two-handed grabbing, pull-apart breaking events, high-quality throwing, distance grabbing. Physics-based gadgets, levers, sliders, doors, wheel, dial, and buttons examples. Auto Hand makes robust use of Unity Events and Tooltip documentation, making it a powerful and user-friendly tool.


Supports Unity 2019.4 -> Unity 6+


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User Friendly Designed


Highly Customizable


Unity Events


Setup Wizard


Documentation, Tooltips, and Commented Code


No Hidden / Uneditable Code


Low-Performance Impact



🔵 Quest Hand Tracking / OpenXR Hand Tracking - Demo Included


🔵 Supports Meta XR Input and Hand Tracking - Passthrough Demo Included


🔵 Can be applied to any rigged hand model


🔵 Will connect to any VR controller/input framework with ease


🔵 Unity XR, OpenXR, SteamVR, and Meta SDK example packages


🔵 Includes customizable code base with robust use of events and polymorphism


🔵 Full-body Support through Rootmotion FinalIK


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Features:

- Major Quality and Performance Update!

- Includes Rootmotion FinalIK Demo

- Editor Pose Tool for easy custom pose designing

- OpenXR Hand Tracking support

- Custom Gesture Tracking solutions


Hand

- Automatic Grab Pose Solver

- Automatic Grab Pose Transitions

- Custom Pose Builder Tool

- Held Pose Animations

- Grab Projection (transiton to grab with input axis)

- Projection Highlight (projects a visual of the next grab)

- Mutliple Grab Options: Smooth Animation, Grabbable-to-Hand, and Instant

- Advanced Saved Grab Poses (allows for pose along axis/radius)

- Pose Area Driver (hand will take a pose when within an area)

- High-Quality Physics Interaction

- Distance Grabbing System

- Accurate Throwing

- Catching

- Smashing Events

- Finger Sway Options

- Haptic Support


Grabbables

- Held Pose Animations

- Custom Stable Held Joints

- Gentle Grab Option

- Weightless Grabbable Options

- Weight/Mass On Grabbables

- Multi-Handed Grabbing

- One-Handed Item Swapping

- Instant Grabbing or Timed Grabbing

- Highlighting Material Option and Events

- Grab/Release/Squeeze/Unsqueeze Events

- Pull-Apart Events

- Velocity Based Sound Examples

- Haptic Support


Rigidbody Movement System

- Rigidbody Movement System

- Head Collision

- Climbing (with body throwing)

- Body Pushing

- Platforms

- Flying

- Stepping/Slopes

- Height/Crouching

- Teleporter

- Teleport Points

- Automatic Height Smoothing


Additional Features

- Customizable gun example with slide and clip logic

- Dispensor Point Driver

- Magnetic Force Examples

- Cabinet / Drawer Example

- Grenade Example

- Examples for Physics Button, Lever, Slider, Dial, Wheel, and Door w/ Handle

- UI Interaction System

- Hand Collision Touch Event Driver

- Hand Trigger Area Event Driver

- Stabbing Examples

- Stickies Examples

- Place Point Driver

- Throw Collision Event Driver

- Smashing and Smashee Event Drivers


- Low-Performance Impact (Video demo runs on quest 2 with full FPS and no lag spikes)

- Setup Wizard

- Robust UnityEvent/Event Support

- Well Documented Code and Tooltips


Includes examples for popular input systems

- Unity XR Input

- Unity OpenXR Action Input

- SteamVR (With Index Finger Bending Example)

- Oculus Integration (With Finger Tracking Example)



Demo


Documentation


Discord


TO-DO

Support Email:

EarnestRobot@gmail.com

(For urgent bug support include invoice number in email subject)



Release Notes

V4.0.4

Improvements / New Features

- Added new hand collider generator tool window in Window/Autohand/HandColliderEditor (Contribution from "Silk" in the discord)

- Added new advanced settings to hand follow component for "maxDistanceNoParentReleaseFrames" and "maxDistanceParentReleaseFrames" which will allow customization on how long it takes for the hand to release an object if it's stuck or not teleportable


Bug Fixes

- Fixed bug with hand tracking and controller swapping on MetaXR causing the hand posing to freeze

- Fixed bug causing controller pose areas not to work when hand tracking swapping enabled

- Fixed bug with teleport point spamming start and stop events

- Fixed bug with objects dropping out of hand while using virtual desktop or moving hands extremely quickly

- Fixed warning "Setting linear velocity of a kinematic body is not supported" when grabbing kinematic objects from place points

- Fixed incorrect setting on the Teleporting prefab allowing default settings to teleport on the player

- Fixed missing reference is MetaXR sub-package



V4.0.3

Bug Fixes

- Fixed bug with the hand tracking that causes them to jump to the floor when hand tracking is lost. Hand tracking should now freeze until tracking is regained or controllers are grabbed

- Fixed missing reference in Meta XR package

- Removed XRHands reference from MetaXR package that causes an error if the unrequired xr hands package is not installed

- Adjusted some highlight materials for the Meta XR demos so they dont appear overly inflated in the android build



V4.0.2

Improvements / New Features

- Added support for latest Meta SDK package

- Added handtracking demo for Meta SDK package

- Added passthrough demo for Meta SDK package

- Added Teleport Points

- Added Teleport Point Animtion Component

- Added Teleport Point only toggle to Teleporter

- Added Smooth Stepping settings to Auto Hand Player

- Added Trigger Query Setting to Hand Highlighter to allow togging for grabbing grabbable using trigger colliders


Bug Fixes

- Fixed issue with hand tracking not working properly through steamlink

- FIxed issue where hand tracking stops working when taking the headset off and putting it back on

- Fixed bug with Auto Hand Player SetPosition function not working properly when using a custom rotation input

- Improved sweep test logic with Player SetPosition function to prevent hands from clipping into static colliders

- Improved sweep test logic to teleporter to prevent hand clipping when teleporting into static colliders objects with hands

- Teleporter now checks for the player capsule to prevent player from teleporting under objects it cannot fit


V4.0.1

Bug Fixes

- Updated Auto Hand to work with Unity 6

- Fixed bug with gentle grabbing and grab return speeds not working as expected

- Fixed bug with grabtype setting changing unexpectedly based on last item grabbed

- Fixed bug with held animations not working as expected

- Fixed bug with maintain grab offset not working as expected

- Fixed NaN error with joint reader scripts

- Fixed big hand not working in some demo scenes

- Fixed UI Pointer not indicator not showing in right location under some conditions

- Fixed Demo physics button settings

- Changed some default hand follow settings to reduce stiff rotation feeling when using small movements and using UI

- Adjusted some smooth movement settings for UI pointer and Distance Grabber. Also added a toggle to remove smooth movement completely from UI pointer and Distance Grabber


V4.0.0


Changes to Hand Component

- Hand logic is now split into additional scripts. None of these scripts need to be manually added. All these scripts and their recommended values will be automatically applied to each hand component.


- Hand Follow now manages the hand movement instead of Hand.cs. Includes public values and functions for previous movement settings, including exposing additional movement settings that were previously internal


- Hand Follow now includes options for dynamic hand mass. This will increase the hand mass based on its distance from the target position/rotation. This allows the hands to more realistically touch things without knocking them around.


- Hand Follow: some of the default settings have been changed for hand-hand movement. Hands should now feel more “snappy” and less “wobbly” when dealing with rotation/weight.


- Hands should feel less “caveman-like” when touching dynamic objects, no longer as forceful until you push against the objects. Important for good feeling hand tracking.


- Hand Follow now manages two-handed grabbing forces better by limiting the range of the move target to be based on each other hands target positions. Things like a steering wheel and pulling objects apart in opposite directions should feel more realistic


- Hand Grabbable Highlighter now manages the internal highlight functions. Hand.cs still manages the highlight settings except internal OnHighlight and OnStopHighlight event delegates will need to be changed to hand.highlighter.OnHighlight += MyEventFunc


- Hand Grabbable Highlighter will now by default favor highlighting objects near the fingers/fingertips instead of the palm face. Use the highlighter palmForwardRightDirection value to choose which angle will have more priority when grabbing


- Hand Animator now manages the hand posing instead of Hand.cs. Includes the public values and settings for hand-posing and hand sway. Hand.cs still includes auto posting function


- Additional setting requirements for the Finger component. Each finger now requires a setting for which finger type it is (index, middle, ring, pinky, or thumb), and manually connected references for each finger joint transforms. This allows for more dynamic control over the finger data/posing and helps prevent data corruption when changing the hand’s hierarchy


- Changes to the way HandPoseData is managed internally.

Existing poses will need to be updated through the update window.

When entering a new scene, if any deprecated pose data is detected, a window will open and prompt you for the left/right copies of all the hands used for poses in this scene. Include your hands, press “Find Prefab Poses” if you’re using these included hands in your prefabs. Finally press “Update Poses”

New Auto Pinch Settings


- The hand will now take two new poses for Pinch Open, Pinch Closed. The hand will also take a new value called “Pinch Point” value. The “Pinch point” is similar to the “Palm” value in that it represents the center point of the pinch grab. It should be centered between the index/middle/thumb when the hand is in a closed pinch pose state.

Grabbables set to grab type pinch will be pinch grabbed from any angle if the hands are setup for pinching


- Improved Hand Tracking. The previous hand-tracking solution took the data from the hand-tracking pose and used it to interpolate each finger from open to closed. This solution worked to support hand tracking (in a minimalistic sense) without compromising other features, but it was a stiff and limited solution. The new solution allows for complete freedom of movement for each finger, it allows for multiple options for grab/release triggering: including finger-tip touch grabbing and making a grasping motion while targeting a grabbable, this combination makes for a much more natural feeling hand tracking experience.


- Simple Desktop Player. Added a simple demo for desktop users at [Auto Hand/Examples/Scenes/Desktop], which controls the left/right hand by holding the left/right mouse. Pressing space will toggle grab/release for hand when holding left/right mouse button. WASD to move and the mouse will turn head when not controlling hands. Not meant to be a game-ready solution just useful for testing simple features without going in and out of VR


Additional Improvements / New Features

  • Added OpenXR Hand Tracking component
  • Added OpenXR Hand Tracking Grabber componentAllow for grabbing to be triggered through grasping gesture settingsAllows for finger-tip touching grabbing settingsSupports held object finger movementSupports held gesture with finger movement
  • Added Hand Gesture Event component
  • Added Hand Finger Gesture Event component, which takes two fingers and triggers an event for when they start/stop touching
  • Added Finger Trigger Area Events component + simple example in the demo
  • Added No Hand Friction toggle to hand, enabled by default, will automatically apply a no friction material to the hands colliders
  • Added Finger Weight options to Grabbable Pose Animation
  • Added direction smoothing settings for Teleporter, UI Pointer, and Distance Grabber








Basic Information
Latest Version
4.0.4 (13 Feb 2025)
Publisher
Earnest Robot
Category
Editor Extensions/Game Toolkits
Size
29.6 MB
Price
€82.8
Asset Rating
(192)
Extended Information
Unity Versions
2019.4.33, 2022.3.33, 6000.0.33
Render Pipelines
BIRP URP HDRP
State
Published