Quest 3 seemingly "random" recentering with palm up gesture
Just doing a sanity check here to see if other developers are experiencing any issues with the oculus doing weird things recently in regard to using hand interactions and the Meta reorientation button. After around July this year I've been experiencing an undesired automatic system recenter whenever the hands are palm up facing the camera. At first, I thought it was a random thing or due to testing the device with PCVR link, because this "auto" recentering is not 100% consistent - seemed random until recently. I ignored it up till now because I was too busy to address it. Recently though, I've seen a few others posting about it, but not enough to confirm if it's just our implementations or a Meta OS thing. But the more I test, the more I realize it is some fundamental change in one of the many recent Meta OS updates. On top of all this it doesn't recenter properly - at least not in my case. I am making a training app where I transition the user through lessons with some freedom to move if they're able, but it is designed for schools with potentially small, confined spaces. I also have my own reorient button and algorithm that the user can use to reorient themselves if they need to face a specific direction to fit with their space, so that the lesson items are always in front of them. It works perfectly. However, if they use the Meta button it will not always reorient them correctly - slightly off. Additionally, there is a problem with a seemingly random activation throughout my app when the users hand happens to turn palm up. I just so happen to have a "palm" menu that activates - by you guessed it - a palm up gesture. So, this annoying random recentering is more noticeable than usual. I am using hand interactions exclusively with floor tracking origin type - Unity 2022.3.19f, Quest 3, with Meta's All In One SDK v64. Just found this... Oculus hand tracking palm menu is automatically re... - Meta Community Forums - 12436512.9KViews5likes8CommentsUE5.3.2 VRNotificationsComponent Recenter events odd behavior
Anyone using UE5.3.2 and currently trying to ship to App Lab? I'm having a little trouble meeting cert due to failed recenter behavior and could use an extra opinion, perhaps there's something simple I'm missing. Testing The VRNotificationsComponent Recentering in UE5.3.2 on a for-distribution shipping build on Quest 2. Both the HMDRecenter and VRControllerRecenter Dispatchers are connected to a Reposition function. The VRNotificationsComponent has been added to the VRPawn in this project created off the VR Template. OpenXR enabled, MetaXR disabled: Neither recenter events fire OpenXR + MetaXR v. 60 enabled, both the OculusOVR+OpenXRBackend and Epic Native OpenXR + Oculus Vendor Extensions XR API: Neither recenter events fire. MetaXR enabled, OpenXR disabled: recentering does function successfully! But the image is washed out and only rendering to the left eye. Disabling Mobile Multiview causes the image to only render to the right eye. I'm getting fair stumped on this one. OpenXR + MetaXR with OculusOVR+OpenXRBackend API option in the plugin settings does work in editor via Link.Solved1.9KViews2likes2CommentsDisable proximity sensor (re-center) on app only
Hello, I am currently working on a unity project with Quest 3 where I instantiate some cubes using raycast (still in the demo), but when i take off the headset and move, or rotate my head and wear it again, the cubes position drift or move to right where i am looking because they are relative to the headset's position. I am looking for a way when i take off my headset, to not let proximity sensor work (in app only) just like First Encounters (i don't want to disable it completely from MQDH), get to the boolean that is making it work, or to stop whatever the hmdUnmounted event is doing, i want to stop recentering by any means necessary but ONLY inside the app. I am using the OVRCameraRig from Meta XR All-in-one.1.8KViews2likes3CommentsVRNotifications Component - How to get events on Quest2 - ResetOrientation
Hi - apparently the VRNotifications component does not work on Quest2. I need to do some other adjustments when the recenter event happens, and the VRNotifications component has "HMDRecentered Delegate" which works on PC/VRPreview but not on device. Urgently need some answers on this. ThanksSolved1.6KViews0likes1Comment