Planned Features Completion Status

Implemented as of v2.1.0

  • Full SenseGlove low-level core API access through Unreal C++.
  • Full SenseGlove low-level core API access through Blueprint.
  • DK 1 Support.
  • Nova 1 Support.
  • Nova 2 Support.
  • Support for Microsoft Windows as a development platform.
  • Support for GNU/Linux as a development platform.
  • Support for Microsoft Windows as a deployment platform.
  • Support for GNU/Linux x64 as a deployment platform.
  • Support for GNU/Linux AArch64 as a deployment platform.
  • Support for Android as a deployment platform.
  • Support for Oculus Quest 2 and Oculus Quest Pro.
  • Support for HTC VIVE Pro and HTC VIVE Focus 3.
  • Support for HTC VIVE Trackers and HTC VIVE Wrist Trackers.
  • On-device calibration for Android without the need for SenseCom.
  • Haptic feedback including force feedback, buzz, and thumper commands.
  • A customizable Grab component that could be added to any actor.
  • A customizable Touch component that could be added to any actor.
  • Ability to grab, release, and throw objects around.
  • Separation of the real and virtual hand rendering.
  • An out-of-the-box customizable SGPawn with the ability to be extended in C++ and Blueprint.
  • Easy wrist/hand tracking debugging using the SenseGlove Debug module.
  • A generic Settings module with the ability to override settings.
  • C++/Blueprint interaction events such as OnGrabStateUpdated, OnTouchStateUpdated, OnActorGrabbed, OnActorReleased, OnActorBeginTouch, and OnActorEndTouch.
  • A fall back to HMD and wrist tracker hardware auto-detection mechanism when automatic detection of the wrist tracker hardware is desired.
  • OpenXR-compatible hand tracking (XR_EXT_hand_tracking) support.
  • FXRMotionControllerData compatible hand animation system.
  • FXRMotionControllerData compatible wrist tracking system.
  • FXRMotionControllerData compatible hand interaction manipulation system.
  • Ability to fallback to hand tracking when a glove is not present and use the bare hands for interactions, or a combination of glove and hand tracking if no motion controller input is detected.
  • The SenseGlove grab/touch sockets one-click-setup ability on any Epic-compliant virtual hand mesh from within the Unreal Editor's Content Browser, Skeleton Editor, or Skeletal Mesh Editor.
  • A flexible virtual hand animation system that can take the mesh bone's transforms into account for a more reliable hand animation.
  • Ability to manage the Engine Scalability Settings through the SenseGlove plugin in order to change the graphics settings on the fly.

Upcoming features planned for the v2.2.0 release

Planned features long-term

  • Get tracking input from sources other than a SenseGlove device.
  • Be able to assign behaviors to different objects (meshes) in the scene (e.g. Slider, Hinge, basic Grabables, etc).
  • Make it so developers can define or extend their own behavior(s) to an object through Code / Blueprint (e.g. I want a car door that is like a slider, but follows a path rather than a straight line).
  • Make the hand(s) able to push around physics-driven objects (for as much as their behaviors allow) (in backlog).
  • Be able to grab objects with up to 2 hands (and move them around with both hands at the same time in a way that seems realistic).
  • Ensure that our virtual hands (and the objects they hold) do not phase through other physics objects (e.g. walls and tables).
  • Allow other scripts to force a grab and/or release to occur (for example, when you place it apart at the designated location, it gets removed from your hand and snaps into place).
  • Have some form of weight simulation by making certain objects harder to push, lowering manipulation speed, or making objects only moveable with two hands.
  • (Optional) Make it so the fingers of your virtual hands do not clip inside the meshes you are holding (certain people see this as an indicator of how fast the Force-Feedback activates - but it's basically just rendering).