Hand Pose Selector Recorder
Updated: Mar 14, 2025
What is Hand Pose Selector Recorder?
The Hand Pose Selector Recorder enables you to quickly add a custom hand pose as a selector in your scene by recording a pose from live data and handling the boilerplate setup for you. This can be done in a matter of minutes during prototyping, and the resulting prefab and asset can be refined/built on during further development.
How does Hand Pose Selector Recorder work?
In the Meta > Interaction menu in the Unity Editor, select Hand Pose Selector Recorder to launch the tool.
Click the small circle icon to the right of the Finger Feature State Provider property in the Inspector to open an Object Picker window showing the available FingerFeatureStateProviders in the scene. Unfortunately, these are not readily distinguishable in Unity’s UI, but the left usually appears before the right, and the cost of selecting the wrong one is not high. To check if you’ve selected the right one, click on its name in the tool and Unity should show it in the hierarchy, which should clarify whether it’s right or left.


Note: the first time you select one of these dependencies, the tool will auto-populate the other based on your selection of the first. However, this will not automatically override that setting once it has been set. This means that, if your first choice unintentionally populates one dependency with left-handed feature providers — and the second is subsequently updated to match — when you wanted right-handed ones, you will need to manually switch both dependencies as no further auto-population will occur.
Name your new pose and choose whether you want it to be automatically added to and wired up in your scene.
Press Play to run your scene and form your hand into your desired pose. Press either the Record button in the tool or the Spacebar (or your chosen key) on your keyboard to make a recording.
Your recorded pose will saved as a
ShapeRecognizer asset in the
Assets/RecordedHandPoseSelectors directory. There will also be a prefab with a default setup leveraging your recognizer as an
ISelector.
If you opted to auto-add your prefab in the tool, the new prefab will be automatically added to your scene and wired up to the appropriate dependencies. This means, if you recorded the pose from your right hand, the prefab in your scene will be automatically wired up to detect the pose from your right hand.
The prefab exposes recognition as a selector, which in turn can be exposed to non-Interaction SDK Unity logic using a
SelectorUnityEventWrapper.
Leveraging this is the easiest way to test your new hand pose: add handlers to the Selected and Unselected events to enable and disable a GameObject in your scene, causing that object to appear and disappear based on whether or not you’re forming the hand pose.
Note: poses recorded from the Hand Pose Selector Recorder are likely to be overly restrictive by default; this is discussed in the
Troubleshooting] section.
When recording a pose, the tool has no way of inferring what part of the pose does and doesn’t matter. By default the tool assumes everything matters, which can make recorded poses overly restrictive. This is done because it’s easier to remove undesired restrictions than to add new ones. So, for example, if the pose you’re trying to characterize is flat hand with fingers straight, but you don’t care about abduction — whether the fingers are close together or splayed out — your recorded pose will likely end up with an undesired constraint on abduction being either open or closed, depending on what you did during recording. Fortunately, this is easy to remedy: just click on the shape recognizer asset and remove all the abduction constraints, and any other constraints you don’t want.