Quest 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.Solved54KViews14likes200CommentsCan 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.3.8KViews9likes12CommentsEnable 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?12KViews5likes15CommentsSimultaneous 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).1.9KViews1like5Comments