Chapter 8
Hands and arms
Tracked gloved hands and arms that grip the wheel, and how to fit them to your body.
With hand tracking on, the add-on draws gloved hands and sleeves that copy yours. Near the wheel they snap onto the rim and hold it.
What you need
- A headset with hand tracking, like the Quest 3, with hand tracking turned on.
- Virtual Desktop, which passes hand tracking to the sim. Tested with a Meta Quest 3.
- Settings › Arms › Show hands and arms on.
Put the controllers down. Hands show when the headset sees your hands.
Fit them to you
Settings › Arms › BODY:
| Row | Default | What it does |
|---|---|---|
| Glove thickness | 1.00× | Fatter or thinner gloves. |
| Forearm length | 0.270 m | Wrist to elbow. |
| Upper arm length | 0.300 m | Elbow to shoulder. |
| Shoulder width | 0.380 m | Between your shoulders. |
| Shoulders below eyes | 0.200 m | |
| Shoulders behind eyes | 0.060 m |
Note
Elbows and shoulders are estimated. The headset tracks only the hands, so the arms look right but are not exact.
Grip the wheel
Your real wheel and the model are rarely in exactly the same place. A hand near the rim is pulled onto it.
| Row | What it does |
|---|---|
| Snap hands onto the rim | Turns the pull on. |
| Snap range | How close a hand must be to snap, default 0.15 m. |
| Grip alignment | How much the hand turns into a grip. |
| Grip depth | How far the fingers wrap over the rim. |
| Elbow flare | How far the elbows point out. |
| Hold the wheel when tracking drops | When the headset loses a hand, it goes to the rim at 9 or 3 o'clock and turns with the wheel until tracking returns. |
Tip
The rim hides your hands from the cameras a lot. Keep Hold the wheel when tracking drops on.
Look
| Row | What it does |
|---|---|
| Show sleeves | Shows the suit sleeves on the arms. |
| Model | hands_gloves.glb by default. CHANGE loads another hand model. |
| Colours | Glove and sleeve colour. Only for models without textures. |
Hands as controls
With Hand tracking controls on (Settings › Controls), your hands also drive the VR menu. See chapter 10.