05-30-2024 12:23 AM - edited 05-30-2024 12:41 AM
Solved! Go to Solution.
05-31-2024 03:52 PM
Hello,
I apologize you've hit this issue. This behavior is fixed for v67 where button presses will work normally for unheld controllers as well. We apologize for the delays.
05-31-2024 03:52 PM
Hello,
I apologize you've hit this issue. This behavior is fixed for v67 where button presses will work normally for unheld controllers as well. We apologize for the delays.
05-31-2024 03:55 PM
allright it is a great news for Fire Pro XR !
We will improve our system 🙂
07-04-2024 09:23 AM
Hi Sir, i back about my orginal problem. I used SDK V67 now.
and i really need to have the possibility to use button from the other hand (or from another object than is not the hand who push the button)
The button B is active only when the right hand is on the right controller and input work. if other hand use the button no Input.
Please check video and tell us if it possible to unlock hand verification for active input when we want.
https://youtube.com/shorts/rZTM5t8oxb0?feature=share
Thanks in advance.
07-05-2024 11:20 AM
Hello,
I'm terribly sorry that you're still seeing these issues. Let me investigate here if there was a problem with the ingestion.
Just so I understand, it looks like you're using a Quest 3?
Thank you, and I will follow up promptly on this.
07-05-2024 11:49 AM
07-05-2024 11:57 AM
Hello Just so you know, this has been a while. And it's a pain. I'm also on the Quest 3.
If you want to see it by yourself, you can launch your own demo sample in the latest unity sdk:
"ConcurrentHandsControllersExamples"
First, Nothing works by default until you tick all the "simulataneous hands and controllers" in the OVRCameraRig.
Then you test in unity --> no prob
then you build it for windows --> no prob
Then you build for Quest and you will see that none of your button or axis are working if your hand is not directly on the controller.
Also, when you pinch with your right hand it triggers button A same for button X with left hand. How do we turn that off?
Version:67.0.0.562.358.618485700
Version d execution : 67.0.0565.358.618485551
Meta XR Core SDK up to date.
Hope we will get a fix for that soon, or that it's at least acknoledge as an issue...
Thanks.
@ImmergenceStudio01 hang in there... I think we'll get this for quite some time...
07-05-2024 01:13 PM
indeed you are absolutely right Mikyjax. the same here in unity editor on windows with the headset connected in link, it works but once the build is produced and launched on the headset. need your hand on the controller to activate the controller inputs.
07-09-2024 01:36 PM
07-13-2024 06:15 AM
Ok heard. for this to work with V69 Public, do we also need the V69 SDK for unity? Is there a connection between...