Categories: General

Meta Interaction SDK Is Here

This Meta SDK will bring hand interactions to your XR experiences.

By Dilmer Valecillos

Originally posted on LearnXR.io

Today I am super excited to share an announcement regarding the following new SDK which I believe will be a huge addition to anyone who wants to work with VR or Passthrough with Oculus, also be sure to watch THIS HAND INTERACTION SDK VIDEO and trust me that it will be worth your time.

The Oculus Interaction SDK is a hands and controllers interaction components library which provides very realistic interactions and allows to easily use prefabs when building games or apps for virtual reality with and without Passthrough features.

‪ To get started with the Interaction SDK be sure to check out this document with requirements and download links: https://developer.oculus.com/documentation/unity/unity-isdk-interaction-sdk-overview/

The PokeExamples scene showcases the PokeInteractor on various surfaces with touch limiting

The following sample scenes are available in the Interaction SDK:

Basic Grab scene which showcases a scene with the HandGrabInteractor

Complex grab scene which showcases a scene with the simpler GrabInteractor but with the addition of Physics, Transforms and Constraints on objects.

Basic Ray scene which showcases ray interactions with Unity canvas.

Basic Poke scene which showcases UI interactions such as buttons, scrollable areas, and box-based proximity fields.

Basic Pose detection scene which demonstrates pose detection for several common hand poses such as Thumbs Up, Thumbs Down, Rock, Paper, Scissors, and Stop

Let me know if you have any questions after watching this announcement and know that I will personally be covering every single feature available in the SDK and I am working closely with Oculus to make sure I have all the info I need for future videos.

This new announcement and video series also contains source code examples which you can access from GitHub today.

Thanks everyone and enjoy it 🙂 time to play with XR !

Dilmer

Bobby Carlton

Bobby Carlton leads business development at FS Studio, where he works with robotics, autonomy, and manufacturing teams to figure out what they actually need from simulation before a single asset gets built. His view is that the next chapter of immersive technology is not a headset. It is the physical world learning to think. That work sits at the point where robots, digital twins, and synthetic data stop being separate disciplines and become one: teaching machines to understand and act in real environments. He spends his time on the practical end of it, translating between the engineers building high-fidelity simulation and the operators who have to justify it on a plant floor, in a warehouse, or across a fleet. On the FS Studio blog he writes DigiTalk, a running look at how Physical AI is being built right now. The posts cover embodied reasoning, teleoperation data, humanoid reliability, sim-to-real transfer, and the tooling underneath it, including NVIDIA Omniverse, MuJoCo, and OpenUSD. No hype, no roadmap fan fiction, just what changed and what it means for teams shipping real systems. Bobby is based in Albany, New York, and studied at the State University of New York at Albany.

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