Unresponsive trigger on Meta Quest 2
At one point in my life (I don't know exactly when), I accidentally threw my right controller and broke my trigger. My main issue is that it doesn't always send a signal to the game that I pressed the trigger. So, with games that require the trigger to shoot, select, etc. I have to sit there spamming the trigger until I get a response. The worst parts are that sometimes you can't switch the hand you select with and I'm a righty so shooting left-side is uncomfortable. Does anyone know what's causing the issue or any tutorials that can help me with that issue?52Views0likes1CommentPassthrough Over link Fragmented and Slow
Hello, I have been working on a project using Unity 2022.3.7f and Meta All in one SDK 59.00 with passthrough. Everything in development has been fine and passthrough worked perfectly up until a few days ago the passthrough with no changes now is pixelated and slow. I have tried multiple headsets(2x Quest 3), link cables, ports, reinstalling meta quest link, reimporting all assets. I believe that this is because of a update with meta quest software so I updated the All in One SDK to 68.0 and am getting this error stuck at this point. Tried it additionally on a blank project with the 68.0 MAIO working and it still gives the poor passthrough performance. I AM BEGGING FOR HELP.1KViews0likes3CommentsBuffer-based Haptics are broken for Quest 2
Haptic controller vibrations are a crucial tool for creating game immersion. While simple "buzzes" (a constant vibration amplitude for a specified duration) can be serviceable, modern controllers allow developers to play custom waveforms through the controllers, such as sawtooth waves, sinewaves, and even Audio Clips. This adds texture and nuance to the effect, and is the superior way to play haptics in 2022. After much trying, it appears to me that the buffer-based haptics are fully broken for Quest 2 controllers in the Oculus integration for Unity. I have tried in 3 ways: Using the Unity generic XR system: byte[] samples = new byte[1000]; // This would be loaded with samples to create a custom vibration waveform var handDevice = InputDevices.GetDeviceAtXRNode(hand == Hand.right ? XRNode.RightHand : XRNode.LeftHand); // Pass the buffer into the controller if its "haptic capabilities" say that it supports buffer-based haptics if (handDevice.TryGetHapticCapabilities(out var capabilities) && capabilities.supportsBuffer) handDevice.SendHapticBuffer(0, samples); Using Rift S and Quest 1 Touch controllers, the above code runs successfully. Using Quest 2 and Touch 2 controllers, "supportsBuffer" is false on the capabilities class, and the samples cannot be successfully sent. I know that it is incorrect that the Touch 2 controllers do not support the feature, as I have in a few instances been able to send a buffer to Touch 2 controllers using the below method. Using OVRHaptics: var ovrHapticClip = new OVRHapticsClip(myAudioClipToTurnIntoVibration); var channel = OVRHaptics.RightChannel; channel.Queue(ovrHapticClip); The OVRHaptics class has a function for sending a haptic buffer in through a "channel" (controller). I can actually get this method to work in a test scene. However, it requires me to put the OVR plugin in a legacy setting (Oculus/Tools/OpenXR/Switch to Legacy OVERPlugin (with LibOVR and VRAPI backends) ). If I am not in this setting the function does nothing. In another project, if I set the project to this setting and try to send the haptics buffer, the engine gets stuck in an infinite loop. According to what I can find online, the OVRHaptics class is intended to be deprecated, anyway, so it doesn't seem like a good solution. Using OVRInput: My understanding is that OVRInput is the modern, sanctioned way of sending haptics to Oculus controllers without going through the generic Unity XR system, and they contain a method for a "simple buzz" (amplitude and duration parameters only) via OVRInput.SetControllerVibration. However, they seem to lack any functionality for sending in a custom buffer, unlike the deprecated OVRHaptics. I would love any advice regarding ways I can get this feature to work. I figure I'm either wrong about some of my conclusions above, or the feature is fully broken at the moment -- either way, I'd love to know. Thanks in advance for your help!3.1KViews13likes1CommentCustom glb Object Imports Appear To Be Broken - Since v1.38 Update (06/21/19)
Hello all, Apparently, I'm not the only one having the issue. So, to make things short... .glb Importing of Personal objects into the import library seems to be either broken or corrupted. Oculus Version 1.38.0.261476 I was working on importing a whole new set of objects that I'd just converted using GLB Packer & Three.js (online) . Everything was working fine up until 2 days ago, right after the 1.38 update. Suddenly, I was unable to import anything at all, and the library wasn't updating on the fly either. I Also noticed the last few "Pride" Objects from Oculus that I had just gotten and placed in my VR Home, now do not appear in the librairy anymore, and do not show in the home either, (white empty square instead) - However, all the preveous imported personal objects I had removed from the import library still appear in the home, but if I remove them, I can not get them back, import being still broken... I've tried Uninstalling everything, clearing the library manually, Uninstalling and reinstalling the entire Oculus suite from the PC, clearing the registry remains, Rebooting and all, but to no avail... I Haven't the slightest clue as to what the issue here is (probably a glitch in the last update at best guess) - I doubt however that Oculus would have ended this without notifying their users first... Hope they get to fix the issue soon. - While we're at it, it would be a good thing for the dev's to allow end-users to manage their libraries so that we can remove some of the objects ourselves too, some of the stuff not necessarely being of interest to some, or just for the sake of keeping clean. Anyway, if someone finds a solution or workaround this problem, suggestions are most welcomed !! ;) Cheers 2 all.501Views1like0CommentsOculus Avatar SDK broken model meshes
Hello, i am making a game with Photon PUN 2 and oculus avatar sdk (from 1.30 integration in the store), and when i play, 1/8 times i play i get broken models, they look allright in the lobby, never break, when i join the game and the local avatar is created, it gets broken some times, some times it works allright. Im using VRTK too.462Views0likes0CommentsAngular Velocity, Angular Acceleration Broken? (has anyone gotten this to work on the latest unity?)
I'm using 1.13.0 and my output for Angular Velocity is always 0,0,0. I tried using the example Room and the grabbable and grabber also output 0 as well. I am not sure what to do but from older requests it should be outputting as a Quaternion but other reports say it should be a Vector 3? I am not sure how to get it working?2KViews0likes9Comments