How to handle being a truly OpenXR game with some Oculus OpenXR features?
Hello, I'm building a game for every platform, Steam and Meta, and it works that way so far. I've read Meta documentation, and it seems like I'm supposed to use Meta's "OpenXR" rig for some features like Dynamic Resolution . Currently I'm using the Hurricane VR and Hexa Rig asset combo (VR - Physics Interactions Bundle | Physics | Unity Asset Store) for my player rig. I've attached a screenshot of the camera settings set up as a generic XR device. If I wanted to use some oculus camera features, how would I organize that for my project? Do I need to make two rigs and switch between them depending on the platform??Solved1.6KViews0likes5CommentsUnity XR Interaction Toolkit: XR Simple Interactable 'Select' Event Won't Fire
I'm using Unity 2022.3.2, OpenXR Plugin 1.10.0, XR Interaction Toolkit 2.5.4. I'm trying to use the XR Simple Interactable component's 'Select Entered' event, so that when I press the trigger on the Quest Controller, something happens. Right now I'm just trying to see a debug message. But it seems like this functionality is broken in the XR Interaction Toolkit Starter Asset Sample Scene as well as my scene.. Whether it is in the Editor using the XR Device Simulator, or building the sample scene to my Quest 3 device, when I tap hover the ray from the controller over the buttons and then press the trigger or the X/Y buttons, nothing happens. I saw something about needing to add a Rigidbody to the game objects and I tried that, but still nothing. Can anyone else replicate this? Or is there something that I am missing?1.2KViews0likes0CommentsSet Stereo Separation to 0 when tracking type set to "Rotation Only"
I am using the OpenXR Plugin (1.8.2) with Unity 2022.3.4f1 and I need to disable position tracking. To do this, I set the tracking type in the TrackedPoseDriver component to "Rotation Only", but since there is still some stereo separation between the eyes, then rotating the head still causes some translation in the eye positions. The result is that a 3D character placed in "the center" of scene with a 360 video skybox appears to "float" in the scene. How can set the eye/stereo separation to 0 so that when rotating the head, the eyes don't move? I have tried setting Camera.stereoSeparation in Unity to 0, but this value seems to be ignored with the OpenXR Plugin. I've also tried setting the stereo view matrix on the camera to be the same for the left/right eyes, but this causes even more issues... Any ideas?978Views0likes2Comments