For this VR gameplay prototype, I sourced assets for the hands animations and models/textures from GameDevHQ in their Filebase assets. I have the rights to use these assets.
https://filebase.gamedevhq.com/product/hands-07/
https://filebase.gamedevhq.com/product/hands-animation/
My main work on this project included:
* Setting up the project for Unity's Universal Render Pipeline (URP)
* Debugging and fixing import issues with the sourced assets in order to get them displaying and behaving correctly
* Setting up an XR rig from scratch using Unity's XR Interaction Toolkit in order to learn and understand the full requirements for it
* Building the proper structure necessary for the hands that would work with the provided animation controllers
* Tweaking the provided animations and animation controllers to achieve the feel I was going for with the hands
* Adding animator parameters and hooking them up to animation blend trees so that the fingers and poses would behave as expected
* Writing scripts connecting XR input to the animator parameters to properly drive their values so that the fingers and poses articulated as expected
* Debugging issues such as unexpected input values, event connections and triggers, and incorrect component settings
* Tweaking values of the blend trees so that the hands are immediately responsive to input
* Adjusting look and feel of the hands in 3D space (transforms) to achieve the desired result
Demo video