[RESOLVED] Building Blocks (v65): Controller Tracking visuals for Quest3 are not wired correctly
Hi, after using Building Blocks in Unity to set up controller tracking I realized, that the visuals for the Quest Plus controllers are not wired up correctly. Pls see the attached screenshots. It's simple to solve, but annoying to do manually every time. 😑 br, Max Problem - Left Controller: Problem - Right Controller: Solution - Left Controller: Solution - Right Controller:846Views0likes0CommentsMeasuring the pressure a Quest 3 Controller button is pressed.
Hey there. I'm trying to get a value out of the Unity XR Input System that represents the force (pressure) a Player is pressing a button on a Quest 3 controller. Especially the Side-Grip and Trigger Buttons. Did someone ever do something similar and has a hint if this is even possible? Thanks391Views0likes0CommentsFind out if user enabled Switch Oculus and Menu option
Hi, I'm working on a game, and in the tutorials we would like to show the players what can they do with the buttons of the controllers, and in some cases we are waiting until the player press the correct button. I can't find any way to figure out if a player enabled or not the Switch Oculus and Menu option in the Hands and Controllers setting menu on a Quest, so if he did, the game will highlight the menu button on the wrong controller, and it confuse the players, because if they press that, the Oculus Dashboard will pop up instead of the in game menu. My question is, how can I check which button is the menu button? Oculus integration package is already added to the project, but I didn't find any reference to this.1.3KViews1like2CommentsControllers not tracking in Quest build.
Hey, We have recently started a new Quest project using Unity 2022.3.1 and Oculus Integration 54.1, but the controllers aren't tracking in builds. They track perfectly fine in the OS menus and in other apps both previously made by us and not, but in any new projects we make they just stay on the ground. Weirdly the buttons animate in response to input as expected, just connected to motionless controller models. To make sure none of our stuff was interfering with it, we created a new project following the project setup described in the Oculus documentation here, then added the provided OVRControllerPrefab as a child of both Hand Anchors but still had the same issue. Does anyone have any idea why this is happening? Thanks!3.2KViews3likes5CommentsA-, B-, X- and Y-buttons not working with either old or new Unity build
I have a Unity build using VR integration with a Oculus Quest 2 headset and until recently the button input of the VR controllers worked fine. But a few days ago the A-, B-, X- and Y-buttons became unresponsive in the Unity editor and in both new and old builds of my application. All of the following code samples always returns false: OVRInput.GetDown(OVRInput.RawButton.B) OVRInput.Get(OVRInput.RawButton.B) OVRInput.GetDown(OVRInput.Button.Two, OVRInput.Controller.Touch) OVRInput.GetDown(OVRInput.Button.Two, OVRInput.Controller.Hands) Even when I check for a response from any button then it still returns false when I push the A-, B-, X- or Y-button OVRInput.GetDown(OVRInput.RawButton.Any)//still returns false on A, B, X, Y buttons, but true on any other button Adding the OVRInput.Update() or OVRInput.FixedUpdate() does not help either. I have tried my builds with two different headsets and connecting to two different PCs running the editor or build. I also tried to unpair the controllers and pair them to the headset again, but it did not fix the problem. Hardware details: Unity version: 2020.3.22f1 Oculus Integration: 41.0 Oculus XR Plugin: 1.10.0 Oculus headset version: 40.0.0.106.259.370694197 Connects application and headset with Virtual Desktop - Version 1.20.38 PC: Windows 10 Edit: I later tested the controllers with the steam input debugger running in the background and steam does pick up the A, B, X, Y buttons correctly when pressed or let go off. So I'm guessing it has to be a Unity specific problem or a bug with the Virtual Desktop (both the Oculus Integration and Virtual Desktop has had updates since the original time of posting this with no effect on the problem, and the version numbers above has been updated).2.4KViews0likes2CommentsHow to enable Hand Tracking and Controllers at the same time for a Unity Project
I was playing around with the Oculus Integration Package for Unity along with Hand Tracking. I was wondering if it possible to have both Hand Tracking and the Controller enabled during the execution of the project. I was thinking of using hand tracking for the player to grab objects around them, and I wanted to use the controller, more specifically the location be translated in real time in the Unity environment and me, as the player, can walk up and pick the object which is my controller. Essentially, I want to use the location sensors in the controller and utilize those values within my project, while also using hand tracking. I know that when I switch to hand tracking the controllers turn off and vice versa so I'm a little confuused on if its possible, I talked to a Oculus Support Staff and they said it possible, but I was wondering if anyone here has tried it and found a solution.5.6KViews0likes3CommentsLocal Avatar showing wrong controller
Hey, I'm using the Local Avatar component in my project (for Quest 2), and when I check "start with controllers" it shows the black ones (Rift I believe) instead of the Quest 2 controllers. I can't seem to find any way to change them, the Quest 2 controllers from my OVR Player Controller are shown in game but the black ones are shown too, basically double controllers. If I change the visibility in the OVR Avatar script it stops showing the black ones but than the hands are shown without controllers in them and they behave like hands with the pinch, grab, point gestures and so on.... Since the controllers are similar in shape and size and button positioning, disabling the visibility of the black ones would work great, only problem is I can't find a way to disable their visibility and keep the hands on controller functionality/ animations. I'm using Unity 🙂1.7KViews0likes2CommentsHow to get Oculus Rift/Rift S touch controllers battery level?
Hello, I urgently need to access to touch controllers battery level from Unity, i know it's available somewhere because we can see the battery level in the Oculus Software, but I tried several ways and no method works: 1) In Unity, use Oculus Utilities asset's OVRInput.GetControllerBatteryPercentRemaining() method: It returns 0 and the method's summary says "Retuns the battery percentage remaining for the specified controller. Values range from 0 to 100. Only applicable to controllers that report battery level, such as the GearVR Controller. Returns 0 for controllers that do not report battery level" so i concluded that Touch Controllers don't report battery level to OVRInput. This person has the same problem : https://forums.oculusvr.com/developer/discussion/69979/oculus-go-get-controller-battery-level and Oculus given no answer. 2) In Unity, use the OpenVR.System.GetFloatTrackedDeviceProperty() method as it's adviced here: https://answers.unity.com/questions/1478339/get-vive-oculus-touch-battery-status.html The method returns a TrackedProp_UnknownProperty error for each controller device id. 3) Search in Oculus SDK (https://developer.oculus.com/downloads/package/oculus-sdk-for-windows/) methods: There is no occurrence of "battery" word in the sdk folder and the ovrTrackingState::HandPoses and ovrInputState objects only provides position/orientation/velocity/accelerations/buttonPress informations. This person has the same problem (https://forums.oculusvr.com/developer/discussion/78140/get-controller-battery-level-for-oculus-rift-s-in-net) and Oculus given no answer. Anyone has found a solution for this problem? Software versions used: Unity 2019.2.7f2 Unity Oculus Utilities 1.31 and 1.40 Oculus SDK 1.401.2KViews1like0Comments