Quest Development
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Welcome to the Meta Developer Forum!

Welcome to the Meta Developer Forum! This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn f...

Hand Tracking menu ruins game play

The first thing people do with hand tracking is look at their hands.The second thing they do is touch their fingers.Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key.I encourage players to see/feel their ha...

Grab Objects with weight Unity Meta Interaction

Hi, I am new to using the SDK and I would like to know if there is a way to make that when I pick up objects they move according to their weight, for example if I pick up a heavy object, when I move my hand the hand tracking should take more time to ...

Kenki by Honored Guest
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Trigger room setup /space setup from app

Hello community,I'm currently work on a Demo for mixed reality. For my demo I need space setup / room setup being setup correctly to work fine for occlusion but I don't found in documentation how to force room setup to be done before launch the app, ...

Handtracking fails after switching OVRCameraRigs

the handtracking works perfectly fine when open palms are facing the headset. but stops immediately when grabbing or rotating the hands. However the Oculus button still shows up and handtracking works normal when pausing the app.I'm switching between...

kayB14 by Explorer
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Setting up Multimodal hands & controllers

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 i...

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Suggestion for Quest Control Enhancement

I have been thinking about ways to enhance the user experience in controlling Quest, and I have a suggestion that I believe could make interactions more intuitive and accessible.My suggestion involves implementing a new method of controlling quests w...

Development of Metaverse Controller

I have developed a metaverse controller that simultaneously controls spatial computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where to...

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Travel mode is simple

Use the non domimant controller as a point of constant reference, with multi modal now live you can now allow the user to use the non dominant controller while maintaining two points of control, the non dominant controller can be set down or clipped ...

Hand occlusion with hand tracking

Basically, just use the vr hands (that are tracking on the real hands) as a mask to not show the menu when you hold your hand up in front of something digital (in mixed reality). You could make this a setting or not. This was done in the game "vr han...

Starter Quest Unity Project

So, one might assume that all Quest projects developed in Unity share 90% of interaction modes and features. I would assume this would mean Meta would have released a starter project that includes all of these.I've found "All In One SDK", but there's...

In UnrealEngine,how to change the motion controller in hand tracking

有谁知道我如何使用 MotionController 根据我的指尖位置进行更改?我发现在这个例子中,当我捡起一个物体时,它会根据手腕而变化,而判断它是否可以被捡起的范围也是基于手腕的,我想把它调整成我的食指尖,这样我就可以最大限度地减少我的手腕不小心碰到其他物体, 现在,我很容易得到离我手腕更近的物体,而不是靠近我手指的物体,我想改变它。

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dylis1216 by Honored Guest
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