Interaction SDK for Unreal Engine
It's a simple question, in the IsdkSamplePawn, in the EventGrapth, when I add an Enhanced Input Action (for example IA_AButton_Down) , when I press the A button nothing happens. What I need is to listing the inputs from the hands or controllers so I can call actions for them ( for example I can build a Teleport sistem taken from the UE Vr Template ). Thanks.Solved110Views0likes1CommentUnity 6.1 + Meta Quest + Building Blocks + Simple Interactable
Probably so simple... but I've been stopped here for days... Steps so far: I start a new project with Unity 6.1 with template "Mixed Reality (MR) core" Switched to Android platform on build profiles Imported Meta XR all in one package Imported Meta MR Utility Kit package Removed all items on my sample scene Executed Meta XR Tools -> project setup tool Selected OpenXR Plugin on the XR plugin management Added Building Blocks "Camera Rig" + "Passthrough" + "Controller Tracking" + "Ray Interaction" Placed a game object (mesh + material) on the scene and added a collider to it and a "Ray Interactable" script Up to this I run and everything goes right: my object appears on the scene, the passthrough works well and I can use my hands or the controllers to display a ray that impacts the object with the required cursor. What I cannot reach is to detect ray events on the object: I would like to change the color of the object material when the ray enters into the object or to make the object dissapear if I press the trigger on the controller when the cursor is on it (I guess the 'select' or 'activate' event, I tried both). So simple... but so hard to achieve... I have tried to add a "XR Simple Interactable" script the same level as the "Ray Interactable", but does not work. Is there anything on my project config wrong? If I use the "Project Validation" on the XR Plugin Management there are no error nor warnings. Is there anyone who can give me some light on it? maybe any free o paid tutorial on how to configure the environment for this case? Many thanks in advance!199Views0likes1CommentTransformRecognizerActiveState is never activating
I haven't been able to get a Transform Recognizer Active State to register as active. I have no issues with Shape Recognizer Active State. Are there any additional steps that are required in order to get a TransformRecognizerActiveState to work? I have also examined it with an Active State Debug Tree UI and it confirms that the shape recognizer is activating but not the transform recognizer. Here is my component setup: Can anyone see or guess what I might be doing wrong?Solved2.5KViews0likes4CommentsDllNotFoundException: InteractionSdk in samples scene
Hi, On a new project, tried on Unity 2021.3.43 and 2022.3.41 . I install Meta XR All-in-One SDK v68. I do all the project setup. I download the samples scenes. But when i want to launch one (TouchGrabExamples for exemple). I always have the error : DllNotFoundException: InteractionSdk assembly:<unknown assembly> type:<unknown type> member:(null) Oculus.Interaction.Input.Filter.HandFilter.Awake () (at Library/PackageCache/com.meta.xr.sdk.interaction@68.0.0/Runtime/Scripts/Input/Hands/DataModifiers/HandFilter.cs:144) I have looked for hours for a solution to this problem. I have found a lot of forum posts talking about this error but no fix. What can I do to fix this error ? Thank you in advance !1.5KViews0likes5CommentsHand Gesture for intiating the Menu with the left hand (Start Button) no longer triggers after v66
OVRButtonActiveState and listening for the START button and even using OVRInput.GetDown(OVRInput.Button.Start) no longer gets triggered with the hand gesture pinch using the left hand. Controller works fine so this appears to be another issue with the updated Interaction SDK v67 and v68. Could someone confirm this is being worked on?1.4KViews1like5CommentsApp crashes when grabbing attempt using Interaction SDK
I'm using Meta's fork of Unreal Engine 4.5.3 and I am using Interaction SDK. I tried to set up an actor to be grabbed, using the InteractionSDK, but whenever I pinch my object, the app crashes. The documentation is very vague on how to set it up, and I tried to copy the Hierarchy from the sample project, but I don't know what is causing the crash. I'm testing in a packaged app on my Quest Pro. The sample project does work as intended. I just added a BoxCollision to the actor IsdkInteractableWidget, and as a child to the BoxCollision, I added IsdkGrabbable component. As well as a IsdkGrabbableAudio. The widget does work with hand to poke and do raytrace interactions, so I am confident in the IsdkHandRigComponentRight and Left components.Solved1.5KViews0likes4CommentsAccessing GameObject associated with Interactor from an Interactable Unity
I am using the Meta XR Interaction SDK in a Unity mixed reality app. I have cube setup with a SnapInteractor and aa snap point with a SnapInteractable. I have code running for the "When Select" event with an InteractableUnityEventWrapper, but I need to reference the Interactor that has been snapped to the Interactable. I don't see a way to do this in the documentation. What am I missing / is there a reliable work around if it is not officially supported? ThanksSolved4.3KViews1like5CommentsCheck if object is snapped
Hi everybody, I am trying to implment an interaction where the user (1) grabs an Interactable object and snaps it to a predefined position and then (2) has the option to translate transform that same object to a specific position. I did encount a few problems/question that I couldn't solve yet. 1. How can I check, if an object is snapped to a predefined snaplocation? I want to achieve, that I then can deactivate and activate the relevant Grab Transformers and maybe snap locations 2. How can I check, if an object is transformed (through one grab translate transformer) to a specific position and then lock it there while still active? I want the object to be able to be translate-transformed again, but only on a release and grab, not while keeping it grabbed (active). Any help is greatly appreciated. I suppose I have to code a little bit which I don't have a big problem with, however a starting point would be of great help to me. Thank you 🙂1.2KViews0likes4CommentsOculus.Interaction.HandGrab.HandGrabInteractable.Colliders needs a refresh feature?
Hello, I had this case where the parent has the HandGrabInteractable component and then add some children colliders at runtime, they are also HandGrabInteractable. Now if I delete those children at runtime (which I need in the game) it doesn't remove those children colliders from the parent HandGrabInteractable.Colliders[] and as soon as you put your hand inside that parent colliders you get missing collider error. so it didn't update the Colliders[] when destroyed. The only fix I found was to add: public void RefreshColliders() { Colliders = Rigidbody.GetComponentsInChildren<Collider>(); } in HandGrabInteractable.cs and call it in my fixedUpdate in the case a children collider has been deleted. But I will need to change that each time i update the sdk so it's not ideal. Is there a cleaner way that I missed to achieve the same result? Right now the Colliders are only set in the Start() function of HandGrabInteractable, in my opinion it should subscribe to those children and refresh when they got destroyed. Thanks for your consideration339Views0likes0CommentsInconsistency in Interaction SDK Versions
Hey, I recently started developing for Quest an app in Unity, and when I was installing packages separately I noticed that the newest version of Interaction SDK for some reason is not posted in Asset Store - the latest there is 66.0.0 and this caused me a bunch of weird errors and I ended up going to Meta's website to download directly the 67.0.0351Views0likes0Comments