Realistic physics-based pose generation and grabbing logic for handsRealistic hand poses and physics-based grabbing logic for your game!Demo available!Oculus Quest 1/2DocumentationHPTK Features✔️ Valid for VR / MR / non-XR applications✔️ Valid for both hand tracking and controllers✔️ Compatible with UnityXR, OVR & MRTK✔️ Compatible with FinalIK✔️ Compatible with full body physics (optional)✔️ Example avatar using full body physics + FinalIK✔️ Example scene using Oculus Quest (hand tracking + controllers)✔️ Example scene using UnityXR (controllers)Asset Features✔️ Procedural grabbing poses✔️ Physics-based grabbing system✔️ 13 extra poses✔️ Valid for any hand size✔️ Fine-tunable pose generation✔️ Fine-tunable snapping forces and bones locking✔️ Example avatar using full body physics + FinalIK + Snapping✔️ Example scene for multiple posing use cases:Posable/snappable gun, card, mug, steering-wheel, ball and barComparison of rotation modesMaster-attached posingCustom pose grabbingPrecision gripPower gripContentPoser module + Posable componentSnapper module + Snappable component🔫 Super cool pistol model✋ Rigged hand modelsLimitationsPosable/Snappable objects are required to be Rigidbody + CollidersThis asset does not include scripts to export posed meshes or armaturesNotice⚠️ HPTK 0.6+ package is required. Available for free on GitHub and OpenUPMThe 12 voucher codes available for this year for research and rehabilitation purposes have already been issuedThis asset uses a pistol model under CC0; see Third-Party Notices.txt file in package for details.This asset uses hand models from Oculus Integration package under Oculus Master SDK License Agreement - 1.0; see Third-Party Notices.txt file in package for detailsChangelog1.0.0Procedural power/pinch grabbing posePerformance options1.1.0Snapping system with predictive procedural poses using Unity's physics engineSupport to custom rigged hands. Wiki1.1.1Option to pose only fingers from a given hand positionBetter control on ghost behaviour when there is no object to grabSupport to full-body armatures. Wiki1.2.0Example scene for snapping extensionObject-specific bone collision mappingObject-specific bone lock mappingConfigurable attraction/snapping forces1.2.1Scale-independent posing and snappingLayer masks for pose generationMRTK compatibility2.0.0Support for HPTK 0.6Example avatar using FinalIKMore stable physics with realistic weightsMake an object posable by adding 1 componentMaking an object snappable by adding 1 componentGranular bone locking systemImproved performance2.0.1Support for remote snapping/unsnapping2.0.2Fixed missing references after candidate/snapped object removal2.0.3Fixed slow hands on Unity 2022.New events for grabbable objects.New option to control what to do when a object is snapped by multiple hands.If this was useful for your project, please let me know. I'd love to see your work!