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1 year ago

Quest 3 seemingly "random" recentering with palm up gesture

Just doing a sanity check here to see if other developers are experiencing any issues with the oculus doing weird things recently in regard to using hand interactions and the Meta reorientation button.  After around July this year I've been experiencing an undesired automatic system recenter whenever the hands are palm up facing the camera.  At first, I thought it was a random thing or due to testing the device with PCVR link, because this "auto" recentering is not 100% consistent - seemed random until recently.  I ignored it up till now because I was too busy to address it.   Recently though, I've seen a few others posting about it, but not enough to confirm if it's just our implementations or a Meta OS thing.

But the more I test, the more I realize it is some fundamental change in one of the many recent Meta OS updates.  On top of all this it doesn't recenter properly - at least not in my case.

I am making a training app where I transition the user through lessons with some freedom to move if they're able, but it is designed for schools with potentially small, confined spaces.  I also have my own reorient button and algorithm that the user can use to reorient themselves if they need to face a specific direction to fit with their space, so that the lesson items are always in front of them.  It works perfectly.  However, if they use the Meta button it will not always reorient them correctly - slightly off. 

Additionally, there is a problem with a seemingly random activation throughout my app when the users hand happens to turn palm up.  I just so happen to have a "palm" menu that activates - by you guessed it - a palm up gesture.  So, this annoying random recentering is more noticeable than usual. 

I am using hand interactions exclusively with floor tracking origin type - Unity 2022.3.19f, Quest 3, with Meta's All In One SDK v64.

Just found this...
Oculus hand tracking palm menu is automatically re... - Meta Community Forums - 1243651

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  • Just chiming in to confirm that we also noticed this problem in a VR experience that we developed for Quest 3 last year and this problem probably has cost me a few years of my life. 
    We ran into this in december 2024, Meta Quest 3, OS version v69, Unity, OpenXR, PC based VR over airlink.
    An important detail is that we only noticed this problem when boundaries (physical space features) were disabled. For our setup we required a minimum of 8x8 meters of space and we often ran into limitations when drawing the boundary.  We had our own less intrusive boundary system so that is why we initially decided to disable the Meta boundary system. (The Meta boundary reveals the whole physical space and we only wanted to show a local warning when near a boundary)

    We implemented our own jump detector by looking at frame-to-frame velocity and checking if the headset position was reset to 0 after a physically impossible high velocity. That could detect a fair amount of the "looking at your hands recenter" issue that we then used to recalibrate the VR world to the last known good position, but this only worked for large jumps.

    In a desperate attempt in trying to solve this issue I reevaluated the use of the Meta's boundary system. 
    The boundary has a limit of 10x10 meters and it's center and orientation is determined at the moment you start drawing your boundary. By carefully centering myself in the physical space before drawing the boundary I was able to draw a large boundary around our minimal 8x8 meters. Together with the lowest sensitivity of the Meta boundary we were able to prevent the Meta boundary from showing up before our own boundary. To our relief the recentering issue did not happen anymore.

    Curious to hear if boundaries are disabled when you notice this problem. Also curious to hear from Meta if this a known issue because the silence here from them has been deafening.

  • https://communityforums.atmeta.com/t5/Quest-Development/Unintended-automatic-Recenter-when-using-hand-tracking-with/m-p/1222776

    I noticed the issue in July 2024 and am sad to say that this problem has still not been resolved. (And no solution has been provided yet by Meta.)
    This still occurs with Meta Quest3, OS version v72, Unity, OpenXR, QuestLink via Cable PC based VR.

    I checked again after reading your post and confirmed that it occurs even when the boundaries are turned on.

  • I'm getting this behaviour also Unreal Engine with OVRPlugin as well as in Godot. It seems to be a universal issue with Quest software, independent of the engine/integration plugin. 

  • klc's avatar
    klc
    Honored Guest

    I've been working around this behavior for over a year (making apps in Unity). Glad to finally find a thread at least talking about this issue!  Very annoying when implementing Hand/Wrist menus for the user, they go to look at it as instructed, and everything moves - very disorienting.  My work around is to use the "Stage" Tracking Origin Type and anchor the content to a position in front of the user on a button press. Wish i didnt have to go to the trouble tho, and can be annoying for the user if they actually know how to and want to reorient the scene.

  • No solution was ever found.  It's a "feature" not a bug.  😁 

    I believe this issue has something to do with an update to their orientation API last year.  It is likely related to Meta's right hand gesture button which I believe was either repurposed or updated at some point last year.  It definitely didn't do this sometime before v64.  I was too busy developing the project to note when exactly it happened.  This Meta gesture button allows the user to recenter themselves.  However, for some reason a palm up hand gesture will also trigger this feature the first time a user does this after start up.  But it can also happen randomly afterwards.  

    I am now reworking a similar project in Unreal 5.5.4 with Meta XR v76.0, using hands only interactions.  It still seems to be doing the recenter thing on start - In the VR Viewer - haven't tested a build or if it happens randomly yet.

  • Confirming that this is the case in our project utilizing Meta Interaction SDK v74. We have an interaction based on a palm up gesture and the FIRST time when the user does this, it does the orientation reset; however after the first time subsequent use of the palm up gesture does not cause it again. 

  • I've been noticing the very same since somewhere getting v.64, but mostly in another form. What happened is that Meta basically completely killed the standby timers, as soon as I take my headset off or just rest it on my forehead, the screens go dark in a heartbeat, completely ignoring my settings. Then, and this is where I found this thread, after it turning on again, it will immediately conduct a recenter as soon as I either do that hand gesture if the controllers are disconnected again (which often is the case), or as I simply just press the Oculus/Meta button on the right controller to pop up the menu. No long press, just a simple click. Once that has happened, it's good for as long as the displays are on and after switching off, it's rinse & repeat. I used to be able to leave Virtual Desktop open and have it perfectly oriented for seated usage and could take off the headset, leaving the app running and continue at a later point and it would be oriented as it was before. Since v.64 I have to recenter constantly, which is very annoying actually.

    Also, ever since v.76, that has even gotten worse, because a new issue arose, which is simply put: Whenever I switch between VR and Desktop mode in Virtual Desktop, the Quest 3 recenters (haven't tried with my Q2 yet, it's still on v.74, any my Q1, obviously, is on v.50). Which is just outrageous especially when being in PCVR games and I need to look something up in a browser, because everytime I do that, I have to recenter again. The Meta button long press has literally become the most used action on my controllers since... (I'm doing a lot of VR simming where they aren't even supported and I also use the Q3+VD as a big screen every day)

    This absolutely NEEDS to be addressed ASAP! Would be such a better experience without those shenanigans...