Misaligned headset view position/ body tracking
I have a quest 3s and have had no issues for the last few days since I got it, but now my avatar in games is hunched over making it hard to see my hips or chest, and feeling like my view is from in front of my head instead of where my head is at. It also messed up my controller tracking/ perspective in pass through mode, since usually my hands and controllers would match up perfectly and the controllers would have a mixed reality effect to see battery life and a representation of my controllers in passthrough, making it hard to distinguish the two from reality to vr, but now the representation of my hands and controllers dont line up and are smaller than what I see. It's almost like everything seems a bit bigger in passthrough, but smaller in games. Long story short, can I reset the position of my body and head to line up with my own because this is making it hard to interact with holsters and causing bad arm and hand tracking in game apart from the jarring experience of seeing from a foot ahead of my nose45Views0likes6CommentsQuest 3 Controllers are not aligned in game?
I’ve noticed that in a lot of games, (banter, bigscreen, pavlov, breachers) the hands don’t line up with where my controllers are pointing, instead they point outwards. This is not an issue with the quests menu ui, they line up fine when im navigating quest menus. It is in game where this appears.Solved51KViews14likes189CommentsCan we please tune controller direction?
The virtual axis has been changed between the original Touch controllers and the Quest 3 controllers. Holding the controller in a natural, pistol-grip position no longer aligns the pointer/pistol/whatever you are holding straight forward. Instead it is offset by around 10 degrees right on the right controller, left on the left controller. This can be compensated for by the user, but this is unnatural. Rifle stocks designed for previous generations of controller are now completely useless. I don't understand why this had to change. We the users need to be able to change it back please.3.6KViews8likes10CommentsEnable hand and controller tracking at the same time.
Hi, I have a Oculus Quest Pro, and work on a Unity project that needs hand tracking and controller tracking for a physical object, but I can't enable hand and controller tracking at the same time. So I wonder is this possible? or is there any other ways to track a physical object using Oculus?11KViews5likes15CommentsSimultaneous hands and controllers doesn't work anymore
Hi, around march/april 2024 we were able to implement the support of both Hands & Controllers simultaneously, using the Meta OpenXR API. Our app is written in C++ and runs in PCVR (Quest Meta Link PC). We are using a Meta Quest Pro headset (3, actually, one for us, two for the client). Back then Meta VR software was either v62 or v63. I recorded this video as a proof that it did work : https://www.youtube.com/watch?v=NHGjfHEtBgs The use case is that we need the user to manipulate a real luggage and see it in the VR. It worked indeed for a couple of months, at our client's facility, with more than half a hundred different users. Our code relies on xrResumeSimultaneousHandsAndControllersTrackingMETA / SXRE_META_DetachedControllers / ... based on the OpenXR API provided by Meta (I can profide more code if needed). Our problem : The project is now reactivated and I updated both the PC and the headset to v69. And it turns out, the simultaneous support of both hands and controllers doesn't work anymore. My questions : - has anything changed recently in the way we should except this to work ? - is there a way to test this feature, outside our of own application, to make sure the headset behaves as expected ? I've seen quite a lot of similar posts either on this very forum or on Reddit, and the lack of information makes me rather concerned. Is there any plan at Meta to allow such use cases where a real life object can be tracked in realtime ? Or is it something you simply don't care about (the compositing provided a standalone tracker, so I would expect Meta to at least consider the question) ? Please be honest if this feature was disabled and there is no immediate plan to reinstate it, so we can move on to another solution (possibly another headset vendor).1.8KViews1like5CommentsCan you use more than 2 controllers with unity?
Hello, I want to use controllers as tracker. Unfortunately, currently I can only track 2 objects. One with left controller and one with right controller. But I was thinking that maybe it's possible to pair more controller ? Maybe not quest 2 controllers because they have the same button layout. But maybe quest pro controller for example which are different. Thanks in advance for your response.517Views0likes0CommentsDevelopement Metaverse Controllers
I have developed a metaverse controller that simultaneously controls spatial computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms. Please email me at woogle554@naver.com, and I will send you the introduction video of the metaverse controller and two related patents. Woo Yeol Jung383Views0likes0Comments[Meta Quest Pro] Intermittent Issue with Controller Connection When Exiting Sleep Mode
Device : Meta Quest Pro device. version : v56 Pressing the power button on the headset to enter sleep mode. If you leave the headset idle without any input, it sometimes enters sleep mode. when I exit sleep mode by pressing the power button, there are intermittent issues with the controllers not being recognized. When the controllers aren't recognized, they continue to make slight movements even when I'm holding them still. [1] Disconnecting and reconnecting Wi-Fi sometimes results in the controllers being tracked and recognized again, but this doesn't always work. [2] Holding down the controller's menu button to power it off and then on again sometimes restores proper recognition, but this is not a consistent solution either. What should I do to reconnect when the controllers are not recognized even after trying the methods mentioned earlier?793Views0likes0CommentsOn Quest builds (from Unreal 4.27.2) the hands sometimes don't initialize
Hi, Wondering if anyone has an idea of why (since a firmware update a few months ago) the touch controllers sometimes don't initialize properly on startup. They motion controllers components just track to 0,0,0. The issue can be recovered if the user presses the oculus button and returns to the app, but so far we don't have a software solution to reinitialize them. DR792Views0likes1Comment