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??Solved1.8KViews0likes5CommentsOculus hand tracking palm menu is automatically resetting position and orientation in Unreal Engine
I have a PCVR UE 5.4 project where we align the Quest to a physical location. We recently started using the new SteamLink app in order to stream from the PC to the headset after the latest beta update which added initial support for hand tracking over SteamLink. The issue is that after we start streaming and align the HMD to the physical location we put the HMD on and everything works except that the moment the user looks at their palms and the built in oculus palm menu appears it immediately resets the HMD position and orientation undoing the alignment. I have tested it in the SteamVR home and it does not happen, everything works as intended but when in an unreal project your position and orientation are reset the moment the Oculus Palm menu appears for the first time. Important note, the tracking type is set to stage and we are using the OpenXR runtime and hand-tracking in SteamVR over SteamLink. Has anyone else run into this particular issue? Any clue what might be causing it?1.2KViews2likes1CommentUnity 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?1.3KViews0likes0Comments[Unity] OpenXR crash when magicleap unity sdk package
Hi, I am trying to build a cross platform project for both Meta Quest and MagicLeap. Thing is, my app works perfectly on Meta Quest 3 before trying to add magicleap package. But as soon as I add the com.magicleap.unitysdk package, without changing anything to the scene, player settings, or manifest, the app crashes on startup (right after passthrough loads up) with the following logs : I know Quest 3 and MagicLeap2 aren't supposed to be in the same project, but I feel like it is that close to work. Can someone help me on this ? Thanks (Other packages installed : Meta XR All-In-One SDK, MRTK3, OpenXR-meta)Solved2.1KViews0likes2CommentsMetaXR Plugin for Unreal 5.3 generates the VR Hands at a wrong and very un-natural angle!
I have tried to fix it for a long time, thinking it was a problem at my end; but I just tried using the OpenXR Plugin and the hand is normal like it has been for all these years. The MetaXR plugin definitely has the VR Hands at an odd angle about 80 degrees downward, forcing the player to lift their wrist at an unnatural angle to point any tool or weapon. See attached image.Solved2.8KViews0likes4CommentsSet 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?1KViews0likes2CommentsOpenXR Meta Support TryGetBoundaryPoints Informations seeking
Hello everyone, I've been using TryGetBoundaryPoints in the process of calibrating multiple headsets on the same physical space without any external trackers. I'm trying to find some documentation on the points we get from the function, where are they calculated, by whom (Unity, OpenXR, Meta) and if they are sorted in a way or not. I sadly can't find any documentation, the only thing I know is that OpenXR didn't supported it 2 years prior and it feels like it is still the same. Based on my tests, I would have said that those four points are calculated from a "biggest inner rectangle" algorithm where the last step would leave 4 points with random orientation. Am I wrong to think that the rotation is random ? Why not use OpenXR XrExtent2Df width and height property to align the longest boundary wall to one of those two properties so that two kinda alike boundaries would have either a close to 0° difference or close to 180° difference (or is it managed by OpenXR?). On top of that I would like to know if there's any plan in getting the "GetGeometry" like to function to obtain the ful 256 points instead of the playarea (is it as well managed by OpenXR) ? Thank you every for your time! Dan752Views0likes0Comments