How can I use OVRInput.GetLocalControllerAngularVelocity to affect a rigidbody.angularVelocity?
Hi all, I'm trying to affect a rigidbody's angular velocity (which is a Vector3) based on the current angular velocity of the touch controller. OVRInput has a GetLocalControllerAngularVelocity method but this returns a Quaternion and not a Vector3. If I get the Eular from the returned quaternion then it's a really high number (i'm guessing it's in degrees as well) which means the rotation is way too high when affecting the rigidbody's angular velocity. I've also tried converting the eular to radians but that doesn't seem to work correctly either. Does anyone know how you can get the angular velocity of the controller and apply it to a rigidbody's angular velocity?8.6KViews0likes16CommentsUI + Touch with Controllers
Hi All, I've gone through all the posts, and am trying to figure out if there is a built in pointer class similar to OVRGazePointer. I am able to get gaze pointer to work. I am also able to move OVRGazePointer references to a RHand controller, and use GazeIcon on a single hand. However, this does not facilitate switching to left hand. When using PrefabRuntimeController, and on OVRManager setting RenderModelSupport to Enabled, the controllers appear. I already have an OVRPointerVisualizer so the line is rendered for user with controllers. The problem is when looking at the GazePointer example, the event system is assigned a SINGLE cursor for the gaze icon. I suppose I can write a simple script on L/R triggers to switch the cursor from left to right hand, but I can't imagine this is not built into the SDK to be handled already, as I have seen other apps and both controller's have a GazeIcon (like Oculus Login / Home). I would like to avoid 3rd party assets, and am hoping somebody has figured out how to make a controller trigger mouse/pointer events which is already built like OVRManager > OVRInputModule > OVRGazePointer. I was hoping it would be OVRManager > OVRInputModule > OVRRuntimeController But all that does is enable a visual. Same with OVRManager > OVRInputModule > OVRRuntimeController Even with OVRPointerVisualizer ( which seems to just draw the line) it does not trigger pointer/touch events Any assistance would be greatly appreciated. -Ebones1.2KViews0likes1CommentFix for shaky/distorted objects in Right/LeftHandAnchor?
I'm no longer at the PC I use to develop, so I can't provide a picture of my problem. I'm using Unity 2017.4.0, or whatever the most current version is. So, I've had trouble getting items tracked by the touch controllers to display properly. Using the Unity Utilities 1.19, Oculus Platform SDK 1.19, and Avatar SDK 1.16, I am trying to display the avatar hands to in my scene. Everything works fine at first, but the avatar hands start to shake and become increasingly more shaky as the scene goes on; it almost looks like a mirage as it gets more distorted. It also does the same for child objects of the Left/RightHandAnchors of the OVRCameraRig prefab. For example, when attaching a cube to the RightHand, I'm able to move it around as normal using the controller. It looks like a normal cube at first, but then starts shaking and become more distorted and mirage-like. I have no idea what might cause this to happen, and I'm so close to having the TouchControllers set-up otherwise.6.8KViews0likes11CommentsOVRInput.GetDown() always returns false
OVRInput.Get() always returns false while OVRInput.GetDown() works correctly for buttons. Joystick values are correct. It happened in both Oculus Rift link+Unity editor and apk cases. I'm using Unity 2019.4.11 and Oculus Quest, and have tried both the legacy and new Unity XR SDKs, none of them works. Anyone any idea? Thanks in advance.699Views0likes0CommentsRemap 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. Fredrik2.5KViews0likes3CommentsOVR Custom Hands are offset and have the wrong orientation
I am working in a team of 5, we are using Unity 2019.2.17 for our game and using Perforce as source control. We implemented the custom hands into our project and it worked for a while but out of nowhere my hands started being offset from my original hand position. None of my teammates have this issue and I don't see this issue in other unity projects or applications either. I have tried reinstalling unity, deleted and got the revisions of the entire project, and also re imported the oculus integration. What should I do to fix this problem?3.9KViews0likes2CommentsAffect vibration duration with OVRInput.SetControllerVibration
Hi, I'm trying to create a short intense vibration of the Touch Controller when the player's hands collide with a game object. I'm using this code but changing the freqency value doesn't seem to affect the duration. Anyone have any ideas? OVRInput.SetControllerVibration(1f, 1f, OVRInput.Controller.RTouch);Solved3.2KViews0likes1CommentOculus Touch, custom hands jitter/stutter even with example projects
Greetings Oculus forum, Running into an issue where if I try to use any of the setups with custom hands they jitter or stutter really badly. The sample framework projects also show this behavior for me. CustomHands, DistanceGrab, and a few others. Using the LocalAvatar prefab that uses the default hands seems to work ok, but I am not sure what the issue is. I am running the newest Oculus Integration and Unity 2018.3.3f1 I tried loading a blank project and not touching any settings and I see the same issue. Anyone have some thoughts on this? Thanks1.8KViews0likes5Commentshow to check if object is grabbed by specific controller?
Below is pseudo-code which demonstrates my desired functionality. The code needs to be placed in on the grabbed object. The part in Bold is what I need clarification on. if (_OVRGrabbable.grabbedBy == "LTouch") { //Do something } EDIT: Solution : Public OVRGrabber LeftGrabber; // Drag grabber to inspector field if (_OVRGrabbable.grabbedBy == LeftGrabber) { //Do something }4.6KViews0likes2CommentsHow to get Oculus Rift/Rift S touch controllers battery level?
Hello, I urgently need to access to touch controllers battery level from Unity, i know it's available somewhere because we can see the battery level in the Oculus Software, but I tried several ways and no method works: 1) In Unity, use Oculus Utilities asset's OVRInput.GetControllerBatteryPercentRemaining() method: It returns 0 and the method's summary says "Retuns the battery percentage remaining for the specified controller. Values range from 0 to 100. Only applicable to controllers that report battery level, such as the GearVR Controller. Returns 0 for controllers that do not report battery level" so i concluded that Touch Controllers don't report battery level to OVRInput. This person has the same problem : https://forums.oculusvr.com/developer/discussion/69979/oculus-go-get-controller-battery-level and Oculus given no answer. 2) In Unity, use the OpenVR.System.GetFloatTrackedDeviceProperty() method as it's adviced here: https://answers.unity.com/questions/1478339/get-vive-oculus-touch-battery-status.html The method returns a TrackedProp_UnknownProperty error for each controller device id. 3) Search in Oculus SDK (https://developer.oculus.com/downloads/package/oculus-sdk-for-windows/) methods: There is no occurrence of "battery" word in the sdk folder and the ovrTrackingState::HandPoses and ovrInputState objects only provides position/orientation/velocity/accelerations/buttonPress informations. This person has the same problem (https://forums.oculusvr.com/developer/discussion/78140/get-controller-battery-level-for-oculus-rift-s-in-net) and Oculus given no answer. Anyone has found a solution for this problem? Software versions used: Unity 2019.2.7f2 Unity Oculus Utilities 1.31 and 1.40 Oculus SDK 1.401.2KViews1like0Comments