Controllers 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!3.3KViews3likes5CommentsHands not appearing in-game post v37 update
We've had a couple of players report they don't see their hands in-game now after the v37 OS update with controller firmware applied. Have tested on numerous devices in the studio for pre-v37, old and new avatars enabled, no avatar set, firmware not/applied etc and seems inconsistent replication, i.e. can only replicate on one device that has v37 & controller firmware but it's fine on most other devices in same state. attached logcat1KViews2likes2CommentsConstellation tracking api for custom controllers?
I have been looking everywhere for the api for the Constellation tracking. I have a cyberglove which I would like to add position tracking through IR leds with to save on the requirement of needing another means of positional tracking (and cost). I see steam has opened their tracking solution to steam developers who sign up for it.. but have not seen such a thing for oculus (although it was announced 2 years ago It would happen. I see a huge loss in exotic applications which require different types of controllers... so what gives? What are the means of obtaining it? I have a company that I can sign up with as but the process isn't explained or talked about anywhere.1.1KViews2likes1CommentFind 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.1.4KViews1like2CommentsQuest 2 Touch Controller Emulation
Hey guys, more of a broad question looking for thoughts. I was wondering if it's possible to emulate the HID profile of the Quest 2 Touch Controllers. I wanted to write a program that allows something like the Virtuix Omni to work with Quest 2. I'm a Bluetooth noobie so let me know if I'm on the wrong track here or if there's an entirely better or alternative way to accomplish this. Thanks for any guidance in advance.2.8KViews1like1CommentCustom Hands shrink when adding colliders
So my job has insisted I learn game dev/vr dev for better or for worse and I'm having a pretty bad time of it, I do not get along well with this at all and the squeeze is on for "progress". I've been trying to add colliders to hands (using controllers) so I can just make a demo where in objects get interacted with. The hands always just pass through things; or when I add a collider to them they start really small and grow back to the normal size when I press the trigger. At that point it works fine collisions work exactly as you'd hope, grabbing, etc, until I release the button and they snap back down to miniature size. I'm on 2020.3.4f1 and using oculus integration. Anyone have any idea what's going on here?1.3KViews1like2CommentsHow 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 1.401.2KViews1like0CommentsReal-time tracking of Oculus controllers
Hi all, We've just put together this tracker for the controllers that we've been using during our user testing sessions to see what is really happening (most of times users are pressing all sort of buttons and it's hard to figure it out). This can be embedded in OBS and streamed / recorded: https://www.youtube.com/watch?v=XCFC-PZKtic Would love to hear your thoughts / feedback! Pietro770Views1like0CommentsProgrammatically get controller battery levels and status
Hi, Is there a way to programmatically get a Quest's controller battery levels? Preferrable with a native android library/SDK. We would like to be able to monitor battery levels in our XR platform. With ADB it is possible to retrieve this info, but there is no way to execute ADB commands from a non system app. E.g. adb shell "dumpsys OVRRemoteService | grep Paired" Paired device: <redacted>, Type: Right, Firmware: 1.9.0, ImuModel: ICM42686, Battery: 60%, Status: Disabled, ExternalStatus: DISABLED, TrackingStatus: POSITION, BrightnessLevel: GOOD Paired device: <redacted>, Type: Left, Firmware: 1.9.0, ImuModel: ICM42686, Battery: 60%, Status: Disabled, ExternalStatus: DISABLED, TrackingStatus: POSITION, BrightnessLevel: GOOD876Views1like0Comments