Forum Discussion
Lechooga
2 years agoExplorer
ConcurrentHandsControllersExamples scene not working?
I've been trying to get multimodal working and haven't had any luck. The documentation I found seems to be for an older version of the SDK and the example scene doesn't work. Hands work, controllers work, switching freezes hand tracking and gives me one controller and one frozen hand.
When I stop the scene the console prints an error "Concurrent Hands and controllers not supported." True 'nuf, console.
Any ideas what I might be missing and why the example scene wouldn't be working on a fresh install?
Ohhhh, I needed to update the headset. Works now.
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- omer.akyolExplorer
Same issue here. ConcurrentHandsControllersExamples scene is not working at all. It works for hand tracking only. Not working with controllers. Using one controller and one hand tracking is also not working. Double checked the Simultaneous Hands and Controllers related settings but no luck.
- Lanzelot108Explorer
Which version of SDK & Samples are you using? I've tested with v64 and it is working for me. On Quest 3 via connection with cable via Rift App.
- omer.akyolExplorer
I'm using v64 as well. Have you done any modifications to the samples project ? (Meta XR Interaction SDK OVR Samples)
Testing on Quest 2 via link cable. I also made a build and tried on the device. No luck. Getting "Concurrent Hands and controllers not supported" warning.
- LechoogaExplorer
I was on 63, I tried updating to 64 with the same results. Had to disable Wide Motion Mode Hand Poses to get hands working, then both controllers and hands worked, but not at the same time. If I was holding something my hand would freeze and the object would drop when I picked up the controller.
Unity 2023.2.17, Quest 3.
- Lanzelot108Explorer
Hm, not sure. Here are my settings from OVR Manager component (in OVRCameraRig in the hierarchy):
Could be that I set Hand Tracking to V2 ...
- omer.akyolExplorer
Still getting the "Concurrent Hands and controllers not supported." warning. But this time controllers started to work. At least I was able to grab something with them. Hand tracking also works. But they don't work at the same time. The only major change was setting the Hand Tracking to V2.
- Lanzelot108Explorer
Unfortunately my Quest 2 doesn't connect with Link Cable currently. But I noticed that even when using the Quest 2 standalone, in the Quest's Main Screen I can either use controllers or hands. Not both concurrently. Does this work in your Q2's Main Screen?
- omer.akyolExplorer
Ahhh. It seems they don't work with standard Quest 2 controllers.
https://developer.oculus.com/documentation/unity/unity-multimodal/
In the Hardware Compatibility section, it says:
- Quest 2 with Quest Pro controllers
- Quest Pro, Quest 3, and all future devices.
So I need a Quest Pro controllers?
- Lanzelot108Explorer
Yes exactly 😀
- Lanzelot108Explorer
It works on Quest 2 only if you have Pro Controllers, not with the stock ones:
https://developer.oculus.com/documentation/unity/unity-multimodal/#compatibility
- LechoogaExplorer
Ohhhh, I needed to update the headset. Works now.
- omer.akyolExplorer
I got touch pro controllers now and I confirm the example scene works with Quest 2.
But I couldn't make it work with link cable, it works if I make a build. Am I missing something or it doesn't work with Link ?
- LechoogaExplorer
It works with Link. Are hands working for you? You might need to toggle some settings on in Quest Link Settings > Beta that pass data from the headset to your PC.
- omer.akyolExplorer
Ah, I wanted to mean Unity-Editor-Link is not working. Maybe it works if I make a standalone build for PC, I haven't tried that. Does it work for you in Unity Editor?
I allowed / enabled everything in the Link settings (Settings/Beta).
This call returns false in Unity Editor:
OVRPlugin.SetSimultaneousHandsAndControllersEnabled(true)
Lechooga wrote:
It works with Link. Are hands working for you? You might need to toggle some settings on in Quest Link Settings > Beta that pass data from the headset to your PC.
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