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Setting up Multimodal hands & controllers

nbrindic.oculus.dev
Honored Guest

Hi,

I am trying to run Multimodal feature outlined in Meta recent blog posts (https://www.uploadvr.com/meta-quest-pro-simultaneous-hands-controllers-mode/).

My device is Quest Pro with OS version 57.0.0.261.669 and Quest Pro controllers. I am working in Unity 2022.3.10.

So far, I am failing to make this feature work. The settings of my OVRManager are:

multimodal.PNG

When I try to run it on device, I am getting the following message in the logs:

"Failed to set multimodal hands and controllers mode!"

Do you have any idea what I am doing wrong?

25 REPLIES 25

I think you're right. It appears that the controller mesh is constantly visible in the video, and its position likely remains static. I think we'll have to wait for future versions of the SDK...

mdl8bit
Explorer

Hello,

I'm sorry you are getting issues. This might be related to the way the anchors are set up. Have you made sure to follow the steps here:

https://developer.oculus.com/experimental/multimodal/

Specifically,  step 4 in the "From Unity" section?

 

Thanks!

Thanks md8bit! 
The information you gave us was exactly what I was missing. Now my Touch Pro controller start working as a pair of trackers!

This still doesn't work for me. Can you share the project?

The project has the size of 13.8GB on the disk. How do you guys do sharing such a huge one in general? I am a hobbyist and have never share mine before so I have no idea how.

I normally use GitHub 🙂

Oh, then sorry I don't have time to learn how to use git for now.

It's fine. Which state did you set for the OVRHandPrefab?

Almxdena_0-1698657933701.png

On the other hand, the documentation that @mdl8bit attached said "5. For the new OVRControllerPrefab GameObjects, set their ShowState to be Controller Not In Hand and their Controller to Touch.", but which state did you used for the OVRControllerPrefab which is child of LeftControllerAnchor?

Almxdena_1-1698658048399.png

Aditionally, did you test this with Meta Link? Or by building the apk?

 

It's working for me too! I didn't have the experimental features enabled in the new scene, so that was the main reason why it wasn't working. Thanks again to @mdl8bit for the documentation! 😊

Sik_Astro
Honored Guest

Hello,
I've also been trying to have this feature working but on Quest 3 with quest 3 controllers. My unity version is 2022.3.10 and Meta's SKD one is 59.0. Does someone know if we can have simultaneously hands and controllers in this configuration with quest 3 please ?
Best,