Forum Discussion
Motanum
3 years agoStart Member
VRC.Quest.Functional.9 - How to map Oculus Home Button
Hi!
I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9.
- The user's forward orientation is not reset when the Oculus Home button is long-pressed.
But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button.
How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)
22 Replies
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- pro_zacMeta Employee
I'm asking around, but to my knowledge this is an OS level operation and shouldn't require game side configuration.
Have you tested it and it doesn't work? Does the home button open the system menu on short press?
- MotanumStart Member
Yes, I've tested it and it doesn't work. The System menu does show up on short press.
I am now scared that this could be related to the way the Pawn is configured? Gonna have to make some empty projects and launch them with the quest app and look for differences...
- pro_zacMeta Employee
Are you using "Set Tracking Origin" set to "Stage"? I'm told it won't re-center with that enabled.
- wookinpanubsHonored Guest
For Oculus I had to set Origin to "Eye Level" and then instantly the menu long press reset origin properly.
- MotanumStart Member
Nope. Calling the function in CPP and setting it to Floor origin.
The only other reference to SetTrackingOrigin() is in the LIV plugin code.
- pro_zacMeta Employee
I'm running out of ideas. When you test re-centering, are you using room-scale guardian or stationary? If you're using stationary, try with room-scale to see if it makes any difference. With tracking origin set to floor, it shouldn't matter, but I'm curious.
- MotanumStart Member
I use Room Scale guardian. I rarely use stationary (only when too lazy to set up room scale).
Ive tried the following to no avail.
- Disable the LIV plugin
- Disable OpenXR and OpenXR Oculus, and only use Oculus Plugin
- Disable Oculus Plugin and only use OpenXR and OpenXR Oculus plugins
- Disable a VR Correction feet function in my Pawn
I guess now is to create a new empty project and see what happens.
- MotanumStart Member
Seems like Set Track Origin is not working. It is always as staged.
Code
- pro_zacMeta Employee
That would explain why it won't recenter.
What XR API do you have set in Oculus XR Plugin? Have you tried changing it?
I'd recommend "OVR Plugin OpenXR", but if that isn't working try Legacy.
If you build the engine, you could try setting a breakpoint in Engine\Source\Runtime\HeadMountedDisplay\Private\HeadMountedDisplayFunctionLibrary.cpp on around line 268 to see what is happening. You'll need to attach with AGDE in Visual Studio or Oculus Debugger in VSCode.
- MotanumStart Member
So weird, when I use OculusLink and Steam VR, I do get back set as Floor Level. But when I package for Oculus Quest Stand alone, the issue comes up.
[2022.08.12-15.31.40:907][575]LogBlueprintUserMessages: [BP_MRRPawn_C_0] GET TRACKING ORIGIN: Floor LevelI am using OpenXR and Oculus OpenXR. Log Sample:
LogPluginManager: Mounting plugin OpenXR LogPluginManager: Mounting plugin OculusOpenXR [2022.08.12-17.18.30:738][ 0]LogOculusOpenXRPlugin: Loaded Oculus OpenXR Loader [2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: Running without a pakfile and did not find a monolithic library 'OpenXR' - attempting disk search for its chunks [2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: .... not found [2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: Running without a pakfile and did not find a monolithic library 'OpenXR' - attempting disk search for its chunks [2022.08.12-17.18.30:914][ 0]LogShaderLibrary: Display: .... not found [2022.08.12-17.18.35:599][ 0]LogBlueprintUserMessages: [BP_MRRPawn_C_2147482526] GET TRACKING ORIGIN: Stage
- MotanumStart Member
I got rid of OpenXR and Oculus OpenXR, and only left the OculusVR plug in and the long press button worked.
However the game looks al wrong now. Like the colors aren't right. And materials with Masked don't draw unless there is a mesh behind it.
And the trigger sensitivity is different too, I have to press further in before it triggers a Trigger press.
I am trying other combinations of plugin combinations.
- pro_zacMeta Employee
Any luck with this?
You definitely don't need both OculusVR and OculusXR plugins. The OculusXR plugin is the newer one, so I'd stick with that if you can.
As for visual changes, I wonder if your plugin settings differ between the two.
- MotanumStart Member
Still no change. With Oculus OpenXR it won't work.
The official documentation in oculus says to use Oculus VR though.
https://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/
https://developer.oculus.com/documentation/unreal/unreal-plugin-settings/
Am I missing another plug in?
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