Meta Movement Package: Code error in RetargetingLayer.cs [fixed]
I installed Meta's Movement package and immediately hit an error: Library\PackageCache\com.meta.movement@3224be0f12\Runtime\Scripts\AnimationRigging\RetargetingLayer.cs(329,33): error CS0115: 'RetargetingLayer.InitializeBindPose()': no suitable method found to override FWIW, I'm running Unity 2022.3.33f1 on Android, package version is 6.0.0, and I imported the project via git in the package manager: `https://github.com/oculus-samples/Unity-Movement.git` UPDATE Resolved: I upgraded Meta XR Core SDK from 65.0.0 to 68.0.2 😅 Note to self: RTFM565Views0likes0CommentsIs it poissble to do mirror tracking Left or Right Hand with meta movement sdk
I have a 3d model and using meta movement sdk to do body tracking. I want to use Body Tracking to track only one hand side and mirror to the other side. For example I want to mirror the right hand side so I tracked only right hand side and copy transform rotation & position value of right hand side to the left hand side to make it mirror. Is this possible? or Anyone have any suggestion? Please help427Views0likes0Comments[MovementSDK + Unity + Oculus Quest Pro] Integration with Third Party Avatar Model
Hi. I work on a VR character for Oculus Quest Pro. I use my own character model and I want to integrate it with the MovementSDK. My setup is built based on the "MovementRetargeting" scene. It works ok, but the quality isn't that great. The neck of my character is extruded back. I tried to fix that by adding additional bone into "adjustments" in the Drive Third Party component, but it didn't help. The neck is always distorted. Any suggestions on how to fix that? Is there something I am missing? I have skin weights set to unlimited in unity build settings.1.2KViews1like1CommentHow to connect a Wrist UI to a Meta Avatar?
I have a wrist UI right now connected to LeftHandAnchor. Unfortunately with this, I have to give fixed offsets and sizes. How can I connect this to the Meta Avatar in a way, that I can put it above the skin of the wrist, like a smart watch and even size it according to the wrist diameter?787Views0likes0CommentsHead tracking movements Oculus Quest
Hello, I use Unity 2019.2.0f1 and Oculus Integration V 17.0 for Oculus Quest. I wanted to know if it is possible to detect the movement of the helmet in play? I created a game and when the player makes a head movement, I would like to receive if he made a movement. Is possible? thank you, cordially2KViews0likes5Commentsteleportation can't seems to work with OVR Player Controller and Character Controller
Hi2, I have a problem to get the OVR Player Controller and Character Controller to work with the Locomotion Controller. These are my setup. A normal setup where i follow the example I am able to get the player to move forward (with left Joystick). But I cannot teleport. But, I would like that the Player able to move forward as well as using the teleport function. Therefore, I added the Locomotion Controller script; which I realize it requires a Capsule collider and as well as Simple Capsule with stick movement. and connected both the LocomotionController script. However, comes a new problem. Whenever I teleport around, I always "fall off the ground". If I disable the "Capsule collider" component, I can move around without "fall off the ground" but cannot teleport. But, if i disable the "CharacterController" and "OVR Player Controller" scripts; i cannot move, but able to teleport without "falling off the ground". Can anyone be so kind to point me how to get the Player to have normal movement and teleport..? Thank you very much for your help. I really appreciate it.4KViews0likes5CommentsOVRPlayerController dash implementation not working
I've been attempting to implement a dash into my game, but have not had any luck. It looks like pre-made code on the OVRPlayerController keeps my script from working, but I can't figure out what's going on. Here is what I have attempted to take the rigid body I threw on the player and force it forward when the left thumbstick is clicked in.... //dashing variables public Rigidbody rb; float speed = 5f; void Start() { //grabs rigidbody for dashing rb = GetComponent<Rigidbody>(); } void FixedUpdate() { if (OVRInput.GetDown(OVRInput.Button.PrimaryThumbstick)) { //Player dash forward script rb.MovePosition(rb.position + Vector3.forward * speed * 2 * Time.deltaTime); }660Views0likes1CommentPreventing the player from putting their head through virtual walls
I notice that games like Echo One prevent the character from putting their head and hands inside objects. I wonder if anyone has advice on the best way to do this sort of thing in Unity. I looked at Rigidbody but it seems it teleports unless you use forces. I wonder instead whether one should modify OVRCameraRig to cast a sphere from the current head position to the intended head position and only allow it to move as far as the first collision. Does such an approach make the player sick? I'm also curious about gravity. I added the ability for the player to pull themselves through the air a bit like in gorn (except I allow it in any direction) which seems ok for movement (it gives you a bit of a work out if you need to travel far). It also seems quite compelling if you're climbing a rocky cliff (or rather pretending to do so because i have no gravity as yet). I wonder if once the characters avatar are far enough away from support if you make the character fall at a constant rate whether that will make one sick or loose presence.1.2KViews0likes1CommentMirror Finger/Hand Movement
Hello there, I am currently working on a program, that´s supposed to support normal therapy for people with nerve lesions. For that I created a program with different funtcions. The last phase is supposed to show both hands to the user, but while flexing the fingers of the right hand, the fingers of the left should flex as well. The location of the hand in the room is supposed to be independent though. I am working with: - Unity - Oculus Integration - Oculus Rift Would be awesome, if someone can help me. Much love, Max976Views0likes1CommentPreventing Player Climbing
Currently in my game when a player approaches an object that has a slope they will sort of jump onto the object and then begin moving up it. For example, my game allows players to pull on "levers" which are cube objects that I stretched to look like light switches. Even though these levers are suspended in the air, the player still ends up on top of them if they get too close. Is there an easy way to prevent the player from moving onto any objects other than the floor upon which the player stands? Essentially I want to be able to lock the players y-position so that they cannot move vertically at all. EDIT: I figured it out. Just had to change the slope limit for the character controller.634Views1like1Comment