# --- ContactGlove2 Product Specifications ---
Item | Specification |
---|---|
Battery Capacity | 1,400mAh |
Continuous Operation Time | Approximately 8.5 hours (built-in battery) |
Charging Time | Approximately 3 hours (when powered off) |
Charging Method | USB Type-C port |
Hand Tracking | Captures independent bending and spreading motions of each finger and joint |
Haptic Feedback | Vibration through built-in haptic reactors |
Wireless Communication | Proprietary communication using the 2.4GHz band |
Controller Input (via ContactGlove2)[1] | Trigger/Grip/Trackpad press (emulation) |
Controller Input (via Magnetra2)[2] | A/B/System/Physical Trigger/Joystick/Trackpad Buttons (Up/Down) |
Supported VR Headsets | Various SteamVR-compatible headsets ※ Operation is not guaranteed for all headsets. |
Supported Applications | VRChat / Resonite / Other SteamVR applications [3] ※ Operation is not guaranteed for all SteamVR applications. |
Tracking | Requires additional attachment of trackers compatible with various tracking systems**[4]** |
# [Detailed Specifications]
- Input emulation using hand-tracking data.
- To use A/B/System/Physical Trigger/Joystick/Trackpad Buttons (Up/Down) input, you must purchase the optional Magnetra2 separately.
TIP
※ Magnetra1 is not compatible.
- Software compatibility varies. (Using SteamVR or outside SteamVR)
# Usage with SteamVR
Skeletal Input and SteamVR Input 2.0
- | SteamVR Input 2.0
- A proprietary input system specific to SteamVR.
- | Reference: VRChat Document/SteamVR Input 2.0 (opens new window)
- | Skeletal Input
- SteamVR Input 2.0 includes a mechanism to send hand poses (skeletal data) to applications.
- | Reference: ValveSoftware/openvr/wiki/SteamVR-Skeletal-Input (opens new window)
- | What is Skeletal Input compatibility?
- A SteamVR application (software)
- Utilizes the input system of SteamVR Input 2.0
- Refers to Skeletal Input data within the app
- 👉 Hand tracking compliant with Skeletal Input is available.
| Using ContactGlove2 with Skeletal Input-Compatible Applications
- 👉 | Enables hand tracking with independent bending and splaying motion for each finger and joint, conforming to Skeletal Input standards.
- (Examples: VRChat, Resonite, The Lab)
Using in VRChat
For in-game use of Skeletal Input-based hand tracking, refer to the following:
- Reference 1: VRChat Document/SteamVR Input 2.0 (opens new window)
- Reference 2: Disabling Skeletal Input (opens new window)
- Reference 3: Skeletal Input for Avatar Creators (opens new window)
| When using ContactGlove2 with applications that do not support Skeletal Input
- 👉 Enables hand tracking compatible with Valve Index Controller (1-axis bending per finger).
# Usage outside SteamVR
- (Refer to individual software pages for details.)
- DivingStationProtocol (opens new window) compatible software
- Independent hand tracking for each finger and joint (Example: Diver-X Unity SDK)
- Motionbuilder (opens new window)
- DivingStationProtocol (opens new window) compatible software
- Supported tracking systems (third-party)
- Two trackers are required: one for the position and orientation of the left hand and one for the right hand.
TIP
Refer to Usage as VR controllers (opens new window) for diagrams of various tracking environments.
SteamVR Tracking (2.0)
- | VIVE Tracker (3.0) / Tundra Tracker
- Requires separate purchase of BaseStation1.0/2.0 (third-party).
- The adapter for attachment is included with ContactGlove2.
(VIVE) 6DoF Inside-out Tracking
| VIVE Tracker (Ultimate)
- An adapter for mounting needs to be purchased separately.
※ The required adapter is used in combination with the Tundra Tracker adapter included with ContactGlove2.
- Not compatible with the adapter for ContactGlove(1).
The dedicated mount for ContactGlove2 is engraved with "CG2" on the slider part (bottom).
( Universal Mounting Adapter for Ultimate Tracker for CG2 )