I've been using the oculus interaction SDK for a while and I've run
across a lot of performance issues. We now have our own custom
interactors built to solve most of the performance issues, but a lot of
them can't be solved without replacing large pa...
Has anyone else noticed or found a workaround for the huge overhead
during FromOVRControllerDataSource.UpdateData? I was doing some
profiling on a build and it seems it's entirely due to these
`AssertUtils.Nicify` calls. If anyone knows how I might b...
I've installed several of the new UPM packages and OVRLipSyncContext is
nowhere to be found. Does anyone know what package this is in?Also, in
case anyone is wondering, the scope you need to add to the UPM registry
(incorrectly referenced as NPM in t...
I keep having extremely large values coming from the
StandardVelocityCalculator that don't make sense with how the hand is
moved. At first i thought it was tangential velocity influence, but
turning that down still showed issues. However these issues...
I just updated from v40 to v42 of the interaction SDK, and noticed that
hover events no longer work as expected. Instead, when an object is
grabbed, a hover event is triggered followed by a select event in the
next frame. This prevents any custom hov...
So it turns out that for me, this issue would only happen in OpenXR dev
builds (release builds worked fine). So I just ended up switching back
to the Oculus XR provider and it seems to work again.
There's an "Identifier" field on PointerEvent. If you loop through all
the Interactables on your object and compare it against
interactable.SelectingInteractor.identifier, the matching interactor
should be the one currently poking.Edit: The caveat he...
That's fantastic news, thank you! If you or any of them are interested,
I'd love to take them through our other modifications to the Interaction
SDK. I think they significantly improve usability!
One other thing I forgot to mention is that when you have separate
PokeInteractors for hand tracking and controllers, they both seem to run
logic every frame unless you add the PokeInteractor as an entry to the
ActiveStateTracker script
I ended up resolving this by just switching to a hand IPoseInputDevice,
since we were already using "controller hands" input for the
interactorsEdit: Since I got an auto-message from "meta" asking if this
solves the issue, this is *not* an actual sol...