How can I display hands over OVROverlay?
I am using the OVRCanvasMeshRenderer script to display a curved canvas using OVROverlay. Using this for a spatial web browser, and OVROverlay provides the best visual clarity. Problem is that the canvas now displays over everything. I cannot figure out a way to mask the hands to display over the canvas. I read a few posts that suggested enabling XR Depth Submission, and this makes no difference. Is there an example of how to go about this anywhere? Using Meta SDK V 62 on Unity 2022.3.11835Views2likes5CommentsController-Driven Hand (Capsense) v66 is broken.
I have been trying to implement Capsense or controller-driven hands for four days, but I have not been successful. Initially, I worked with version 65 of the Meta XR SDK, but nothing seemed to work despite my best efforts. When version 66 was released, I hoped that the Capsense issues were fixed, so I updated to version 66 and imported the samples from the Meta XR Core SDK. Interestingly, even the sample scene "ControllerDrivenHandPoses" provided by the developers does not work correctly-the hands do not appear. My goal is to use controllers while displaying hands and their animations simultaneously. Currently, when I use the controller, my hands disappear. Even if I set the hands to always show, they appear but the controllers do not work to move the player. I am seeking help to resolve this problem. If anyone knows the solution, please let me know.2.5KViews0likes9CommentsHow to change the FoV of Meta Quest 3 lenses in Unity using InteractionRigOVR ?
Hello, As part of a project, I need to change the FOV of a Meta Quest 3. I'm using Unity with the Meta Movement package and an InteractionRigOVR to track headset movements with a self-avatar. I'd like to increase the FOV perceived by the user. I've already used a Post-Process Volume, but it's not usable for stereo cameras in the Meta Quest 3. Is there a solution for increasing the FoV in the Meta Quest 3?1KViews0likes0CommentsGrab objects with weight
Hi, I would like to know if there is a way to make that when I pick up objects they move according to their weight, for example if I pick up a heavy object, when I move my hand the hand tracking should take more time to reach the position of my real hand compared to if I was holding a lighter object, I have looked for multiple solutions but I have not been able to achieve anything yet, I appreciate any help!Solved1.5KViews0likes3CommentsSeeking Solutions for Disabling the Guardian Boundary in MR Games on Quest 3
Hi everyone, We're currently developing a mixed-reality (MR) game for the Oculus Quest 3, which involves physical movement within a real-world space. To enhance immersion, we utilize the passthrough feature extensively and need to disable the Oculus Guardian boundary system. Currently, the only way we've found to disable the boundary requires players to activate Developer Mode on their accounts, which isn't ideal for general users. We're looking for alternatives that allow us to disable the Guardian boundary without requiring users to change their account settings. Additionally, our development process involves recording gameplay, for which the boundary needs to be enabled, but we would like to maintain passthrough vision. Is there a way to enable just the passthrough and disable the boundary for recording purposes? Has anyone here worked with similar settings or encountered these issues? Any advice or suggestions would be greatly appreciated. Thanks in advance for your help!Solved3.7KViews0likes4CommentsHow to have snap interaction while still holding a grabbable object
Here's my scenario. I am developing for the Quest Pro/Quest 3 using the Interaction SDK. I have a power drill in my hand and I want to use it to turn a screw. I would like the drill's socket to securely latch on to the screw head while I activate the drill and turn the screw and for this joint to break when a certain force threshold is reached. I suspect this has something to so with snap interactions, which I've tried, but I can only get the snapping to happen once I release the drill. I haven't been able to find anything in the documentation on this subject and I would appreciate any help or tips or leads.2.2KViews1like4CommentsMeta Quest Pro Eye tracking - reading eye openness value
Hello, I'm interested to know if there is a way to retrieve the value of the eyes openness or at least to detect if the eyes are opened or closed is there documentation of the SDK where I can look for such functionality thanks, nir793Views0likes1CommentHow do I Obtain Quest 2 Camera Data
Recently, there is a project requirement that requires using the Quest2 headset to identify QR codes in the environment. Based on the obtained QR code location information, some scenes need to be mounted underneath it. I have tried the Passthrough function to obtain it, but it was not successful. Do you have any good solutions?487Views0likes0CommentsIssue with VRC.Quest.Input.8
I am currently attempting to submit my app to the Meta Store AppLab. I need some advice on the following issue: In VRC.Quest.Input1, it is suggested that in-app menus should be activated with the menu button. I have implemented my menu in the way that when you do the pinch gesture with your left palm (hand tracking), the in-app menu appears. However, the app was rejected because in VRC.Quest.Input.8 it says that for apps that support hand tracking, the system gestures are reserved and should not be used. May I have misunderstood something. Could you please advise me on how to open my hand menu when I am not supposed to use the system gesture?499Views0likes0CommentsWhat tools do I need to activate something from a computer to Quest 3 devices? [Unity]
So i want to start a experience on multiple Quest 3 devices running an app at the sametime. I dont need a multiplayer setup, but just to check on the computer if al Quests 3 are connected to the PC, and to run a function from the PC to all the Quests at the same time. Do you know any tool that would help me solve this? I count with wireless connection, i dont know if it is better to go bluetooth or wifi.400Views0likes0Comments