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DetectiveBunss
5 years agoHonored Guest
[Hand Tracking] New Oculus Start Button
Hello,
With the last update 17, i've noticed that there's now the start button showing within the left hand, like the right hand do with the oculus button.
I've also noticed that Waltz of The Wizards use this button to trigger a Menu Settings.
My question is : Which script is managing this new button ? I searched OVRHand.cs but didn't found anything.
I also tried the OVRInput like i would do if i want to code the start button with the Touch Controller but it didn't seem to work.
I want to use this feauture to create a Menu for my game, but didn't find any documentation about it so far.
Do someone have found where he is generated in Unity and how we can customize it ?
Have a good day everyone
With the last update 17, i've noticed that there's now the start button showing within the left hand, like the right hand do with the oculus button.
I've also noticed that Waltz of The Wizards use this button to trigger a Menu Settings.
My question is : Which script is managing this new button ? I searched OVRHand.cs but didn't found anything.
I also tried the OVRInput like i would do if i want to code the start button with the Touch Controller but it didn't seem to work.
I want to use this feauture to create a Menu for my game, but didn't find any documentation about it so far.
Do someone have found where he is generated in Unity and how we can customize it ?
Have a good day everyone
24 Replies
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- volkerkuExplorersame issue here
- ChronodosHonored GuestHi! Have you found a solution for this yet? According to the Oculus hand tracking documentation you can trigger it by checking for Button.Start... However, when I try to detect an input it doesn't do anything for me.
- pushmatrixHonored GuestSame here :(
- FingerbobExplorervar state = OVRPlugin.GetControllerState4((uint)OVRInput.Controller.Hands);bool menu_gesture = (state.Buttons & (uint)OVRInput.RawButton.Start) > 0;
- simon.litauerHonored Guest
Same issue here. Anyone solved it?
- Anonymous
You can use the same OVRInput.Get* methods get the hand-tracking start button state. One issue is the detection of the gesture isn't 100%. Sometimes you'll have to do the Start gesture a couple times before the GetDown/GetUp events get triggered.
public class HandStartButton : MonoBehaviour { // Update is called once per frame void Update() { if (OVRInput.GetDown(OVRInput.Button.Start, OVRInput.Controller.Hands)) { Debug.LogWarning("Hand-Tracking Start Button DOWN"); } if (OVRInput.GetUp(OVRInput.Button.Start, OVRInput.Controller.Hands)) { Debug.LogWarning("Hand-Tracking Start Button UP"); } } }- Anonymous
public class HandStartButton : MonoBehaviour { // Update is called once per frame void Update() { if (OVRInput.GetDown(OVRInput.Button.Start, OVRInput.Controller.Hands)) { Debug.LogWarning("Hand-Tracking Start Button DOWN"); } if (OVRInput.GetUp(OVRInput.Button.Start, OVRInput.Controller.Hands)) { Debug.LogWarning("Hand-Tracking Start Button UP"); } } }Reading the state of the hand tracking "start button" gesture does appear to be broken in Oculus Integration v35, using the OpenXR runtime.
- CNevanProtege
Hi there, do you know if this is still broken? I'm having the same issue with the hand tracking left hand start button pinch and hold gesture not working. I'm not getting any errors in logcat and have tried a couple different things. Thanks!
- linaeagleHonored Guest
Unfortunately, both approaches above didn't work for me (Oculus Integration 33.0), looks like something simple is missed.
- Israeli_SoldierExplorer
The above answers don't work for me either, were you able to find a solution for this?
- LachoTExplorer
Looks like this is not working even in the sample scenes (version 38), which makes me think this might be due to some setting in the project that's causing it to break. But so far I haven't been able to find it.
- MayumichiExplorer
Seems to be broken in v39 as well. Unity 2020.3.31f1 if that matters.
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