How 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.5.7KViews0likes3CommentsControllers 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!3.3KViews3likes5CommentsHow to make the hand model follow the controller and animate the hand model when you press a button
I'm currently developing a game using Meta XR Core SDK 63. Game operations only use the controller, It is assumed that hand tracking and Meta XR Interaction SDK will not be used however I don't want to display the controller model in-game, but instead I want to display a hand model so that the hand model animates when the controller is pressed. At the time of Oculus Integration, there is a prefab of CustomHandLeft/Right, By placing CustomHand under HandAnchor, I was able to display the hand model without displaying the controller model, and when I pressed the controller button, the hand model was able to animate. If there is a way to deal with this with the Meta XR Core SDK, I would like to know. Could not find CustomHandLeft/Right prefab in Meta XR Core SDK 63 Also, OVRCustomHandPrefab_L/R with similar names did not perform the animation when pressing the controller button.2.9KViews0likes6CommentsMidi Instruments/Controllers With Oculus Quest?
Hey Guys, Just wondering if it is possible to connect a midi instrument/controller to the Oculus Quest (via usb or possibly even bluetooth Midi?!) and have the midi signals drive animations and parameters in a Unity scene? I assume this is possible in general for Android and Unity for a phone or tablet based app so shouldn't be too hard in principle on the Quest I hope (bar any intentional gimping by Oculus...). Thanks in advance for any feedback.2.8KViews0likes2CommentsLooking for 3d CAD files of Meta Quest 3 Controller.
Hi everyone, I'm Felix from Haply Robotics. We specialize in creating haptic force feedback technology that brings a tangible sense of touch to VR experiences. Our work is all about pushing the boundaries of what's possible in virtual reality, and you can see some of our projects at Haply.co. We’ve had great success in integrating our tech with the Meta Quest 2 controllers by designing an adapter to connect the controller to our robot. I was pretty annoying to use the mesh models to do a good job at this. We are now trying to do the same for the Meta Quest 3. To make this happen, we're in need of the surface or solid models of the Quest 3 controllers, anything usable in CAD, so no mesh ideally. This would significantly accelerate our design process and ensure seamless compatibility with the latest Quest technology. I’m reaching out to this community in hopes of connecting with someone from Meta who can assist us with this or someone who could share those files. If anyone can point me in the right direction or provide the contact of someone who can help, it would be greatly appreciated. Thanks for reading, and I’m looking forward to any guidance or connections you can offer! Felix2.8KViews0likes2CommentsQuest 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.2.8KViews1like1Comment[FIXED] I'm really disappointed in the rebind fearure.
Meta fixed this issue! Thank you guys! I have posted about this before, so I don't wanna keep harping on this topic, but before the quest 2 eventually loses support I have to voice my concerns and disappointments in the update that allows users to rebind controllers. Some quick background: I have one hand, I am missing my left. I can strap a quest 2 controller to my left hand and press one button (either the left grab or the left trigger) I can not press 2+ buttons. I was hoping to find in the new update that I would be able to, for instance: rebind Right controller's "A" to Left controller's grab. But, no, I can not. I am only able to rebind local controls, meaning only the left grab can be bound to the left A button not the right A button. This is very sad as I have complete ability in my right hand meaning I don't need to rebind anything there to assist on the right controller. I am sure this update has helped a lot of people who have different circumstances, but it still leaves me disappointed. I hope in the future of VR people who have disabilities like myself are looked out for, but not yet.2.7KViews0likes1CommentA-, 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).2.5KViews0likes2CommentsCan the Meta Quest Pro be used without Controller?
At the moment we use a Quest 2 as a stationary Monitor that is simulating a microscope. Because of that we dont need the controllers for any interaction with the quest and we dont need a guardian system as the Quest 2 is not moving at all. Can the Meta Quest Pro be used without connected controllers (i.e. no batteries inserted) ?2KViews0likes1Comment