@12345678912345678912345678 You can calculate the curl angle for each finger.
For example,
private float GetFingerCurl(Vector3 root, Vector3 node1, Vector3 top)
{
return Vector3.Angle(node1 - root, top - node1);
}
GetFingerCurl(hand.points[2], hand.points[3], hand.points[4]);
For thumb, you can use Promixal, Distal and Tip.
For rest of the fingers, you can use Proximal, Intermediate and Tip.
You can check the float value when you open or close your fingers.
Let me know if you still have issues, thank