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PSCRVR
1 year agoHonored Guest
Oculus hand tracking palm menu is automatically resetting position and orientation in Unreal Engine
I have a PCVR UE 5.4 project where we align the Quest to a physical location. We recently started using the new SteamLink app in order to stream from the PC to the headset after the latest beta update which added initial support for hand tracking over SteamLink. The issue is that after we start streaming and align the HMD to the physical location we put the HMD on and everything works except that the moment the user looks at their palms and the built in oculus palm menu appears it immediately resets the HMD position and orientation undoing the alignment. I have tested it in the SteamVR home and it does not happen, everything works as intended but when in an unreal project your position and orientation are reset the moment the Oculus Palm menu appears for the first time.
Important note, the tracking type is set to stage and we are using the OpenXR runtime and hand-tracking in SteamVR over SteamLink.
Has anyone else run into this particular issue? Any clue what might be causing it?
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- MetaDevXRProtege
I've been experiencing it since around July in Unity, but ignored it till now...till testers started reporting it in the builds. Also, I believe this palm up menu behavior is a recent "addition" to the Oculus updates. I don't understand the palm up activation. A recenter/orientation is supposed to only happen when the user pinches the Meta button, so not sure if the palm up activation is a bug or feature.
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