VRC.Quest.Functional.9 - How to map Oculus Home Button
Hi! I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9. The user's forward orientation is not reset when the Oculus Home button is long-pressed. But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button. How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)8.6KViews3likes22CommentsQuest 2 Touch Controller Emulation
Hey guys, more of a broad question looking for thoughts. I was wondering if it's possible to emulate the HID profile of the Quest 2 Touch Controllers. I wanted to write a program that allows something like the Virtuix Omni to work with Quest 2. I'm a Bluetooth noobie so let me know if I'm on the wrong track here or if there's an entirely better or alternative way to accomplish this. Thanks for any guidance in advance.2.7KViews1like1CommentIs anyone doing controller health and education research? As well as Hand-tracking?
TACTILE learning (hand learning) is key to Early Childhood Development. What a child grows up with as far as handheld objects (apples, bananas, cards, etc). Same is true for technology like controllers, keyboards, tablets. They change how neural networks are developed within the brain. Also, build muscle and forms musclememory (prioprerception). So should childrens' games have time limits and parental controls for that? And should they offer cross-platform-controller function/s to promote more body diversity? How would the software have to be configured to increase maximum benefit? Also, have to consider the differences in hand size as well as missing fingers, thumbs, or radiculopathy and other nerve conditions, etc. Not to sound Ageist, but isn't this a way to improve the present and future, even for the elderly? Hand-tracking for amputees and prosthetics? Add tags976Views0likes0CommentsQuest 2 controller Differentiation
I am interested in developing my own VR hardware, so I was wondering how the Oculus Quest 2 discerned the left touch from the right touch in its vision processing. The rings are mirrored, but the blob pattern doesn't seem to be unique enough for it to tell based on that, and it seems to know automatically. I have a few running theories but I was hoping someone had a concrete answer. Thanks (No, I'm not trying to make 3rd party touch controllers, yes, I know the headset won't track 3rd party controllers)821Views0likes0CommentsQuest App Lab - Hand tracking also requires Touch?
I'm hoping to clarify something vague in the documentation for Quest app specs going to App Lab. Can anyone confirm if it's possible to publish an app to App Lab that only uses hand tracking? Elixir on the Oculus Store, for example, does not seem to recognise controllers at all and won't even launch if using Touch controllers. 'VRC.Quest.Input.7' states that switching between inputs is required only if an app claims to support hands and controllers; however the app submission Specs page states that any app that support hand tracking must also support Oculus Touch. So is it now a blanket requirement to support both if you want to use hands?1.9KViews0likes2CommentsRemap Toush buttons/trigger to "Fire1"
Anyone know how to easy convert the touch trigger to "Fire1" (Left mouse button) Default in the SDK, button.ONE on the toush controller is lunching my projectile using old script with "Fire1" (Left mouse button) if (Input.GetButtonDown("Fire1")) { Is there an easy way to remap: "Button.One" = "Fire1 / LMB" to: "PrimaryindexTrigger" = "Fire1 / LMB" Could this be done in the OVRinput.cs skript without changing the "Fire1" script? / Best regards from the Dactyl Nightmare dev. Fredrik2.5KViews0likes3CommentsOVRInput.GetDown never returns true in Unity 2018.3.5? Oculus 1.35
So I'm attempting to integrate the Oculus SDK into my project so I can release my game on the Oculus store. I started a new project to get my bearings and got so far as to place the OVRCameraRig into my scene and start detecting the touch inputs. I can detect OVRInput.Get just fine, but OVRInput.GetDown/GetUp never return true. I've googled and searched these forums as well as the Unity forums and come across other people having the same issue(as far back as 2017) with none having a solution. I've tried the workaround some have posted of hitting the home button and then returning to Unity and it has no effect for me. I've tried with both Oculus Integration 1.28 and 1.35. Does anyone have any idea how I can get this working?1.1KViews0likes2CommentsLaser Pointer instead of Gaze Pointer
Hi All, In Unity I tried to replace laser pointer using Oculus touch instead of gazepointer like present in the samples. The problem is that I don't know how to trigger events in UI components. Is there somewhere an example to get inspiration? thanks12KViews0likes4CommentsSetBasePosition not updating controllers location?
I've been struggling with getting world origin to be consistent between Oculus VR and Steam VR. My Pawn (UE4) is a sphere about the size of a head. There is a scene component attached to that as a padding and a camera attached to that. My touch controllers are attached to the scene comp. The trouble came from steam VR pushing my camera up. So I started using GEngine->XRSystem->SetBasePosition to offset the origin that way my camera doesn't get pushed up outside of the parent sphere. Unfortunately in doing this I've noticed that my touch controllers are not following the update. For a brief moment before my code kicks in Steam VR does have the camera moved up and out of the sphere - then my update comes in and adjusts everything and makes it good, except it seems the touch controllers do not follow in this update. I've had the locations both relative and world print to screen for the sphere, the scene, and the camera comps. It's easy to test as they are all supposed to be Zero (the camera of course is moving around as it tracks near zero) . So what is going on? Is there a way to update whatever is causing the controllers to ignore this SetBase upsate?580Views0likes0Comments