Had an app working with hand controllers and animated "CustomHands".
Suddenly the hands stopped animating and I checked the blend tree where
I found all the animation references had been removed. All the hand
animations had been changed to "humanoid"...
I am trying to understand my options for delivering "dynamic" content on
a Quest. The most straight forward option is to have one app that
includes all scenes for each environment that might be required. This
would allow you to jump from scene to sce...
I am creating an app for the Oculus Quest that will let a user navigate
through a hierarchy of various 360 videos. I initially started by
bundling the videos in the apk but that gets out of hand quickly and
causes memory issues with the builds. I swi...
So, I have some software that currently uses the Oculus Rift.Instead of
having an arbitrary coordinate system/origin in Unity like many of the
first person games, I need to place the user in a very specific
position. This is required because the user...
Are you using the oculus CustomHandLeft/CustomHandRight? If you are,
this will be pertinent, otherwise ignore. I had a case where the hand
animation was originally working and then suddenly stopped. There is a
blend tree that controls the animations ...
I have a Unity based application that used to run on the rift/rift s
(when they discontinued it) and we now use a Quest 2 and it works fine.
We did have to make a minor change in tracking origin because the Quest
uses inside out tracking. You will no...
Yep, Oculus/Meta or whatever you call yourself this week, stop avoiding
the question and just tell us if it's a no. We can move on to other
hardware. We have been using Leap Motion but I am tired of all the
issues that it introduces. Our users have b...
Makes no sense, we will likely move to another headset because of this.
The leap motion is great when it works but mostly just a pita. It's a
shame really. I was also pretty pissed when I implemented the hand
tracking in our training app only to find...