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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 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
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
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
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
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?
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