Cross-platform input for Valve Index
Hi, we are using Oculus integration 1.42 cross-platform input for Oculus Rift & Steam VR. On HTC Vive it is working but not on Valve index. For example left thumbstick and left hand grip are not working. Are there any other button mappings or should we use their SDK? Thanks.3.4KViews4likes9CommentsSwitching between hand tracking and controller and using both at the same time
Hi, I have two questions if anyone can help I would really appreciate it. 1- Is there a way two switches between hand tracking and controller using C# script in Unity at run time, right now it seems to me that the only way to switch between the tracking mode is to go to OVRCameraRig ->Hand Tracking Support -> Set the tracking mode ~ I wanna know how can I do this using script. 2- Is there a way to use hand tracking and controller tracking at the same time? (Like left-hand uses controller and right-hand uses hand tracking) Right now even if I set the tracking mode to both hand tracking and controller tracking, they can not work at the same time, only one of the tracking option can work at the time. Thank you.6.3KViews3likes6CommentsOVRPlugin.GetSystemHeadsetType() doesn't return Oculus_Quest_2
I added the OVRController prefab to my project but on Quest 2 it always shows the controllers for te Quest. Thi is because OVRPlugin.GetSystemHeadsetType() always returns Oculus quest even if I'm using Oculus Quest 2. I'm working with the latest version of th Oculus Integration. Does anyone have the same problem?1.8KViews1like3CommentsDetermine whether hands or controllers are currently being tracked?
Is there some sort of bool variable that determines whether hands or controllers are being tracked currently? I want the user to be handed the controllers in my virtual environment, and for something to change when that happens. Any help would be greatly appreciated, I can't find anything about this at all in the documentation or in other forums.1.6KViews1like1Comment