Meta XR Simulator - Left Hand does not receive controller button input
Hi! I wanted to explore automated testing on our app. I was able to get the Meta XR Simulator up and running, including connection with IRL quest 3 and it's controllers. Here is my problem: no button/touch interaction on the Left controller is represented on the left hand, both using mouse&keyboard input in mXRsim, as well as input on connected IRL Quest controller. At the same time all of those inputs work correctly on the right hand, both from Right controller and from mouse&keyboard. (button/touch interactions = triggers, buttons, button touch surfaces, ect.) Tracking on Left Hand (using IRL quest controller) works correctly. To check if there is something wrong with our unity project I: - tried similar interactions with WMR Mixed Reality Portal which has built in simulator - both hands button interactions are working - tried installing mXRsim on old XR Interactions Toolkit (2.5.2) sample scene - same issue as in our project - Left hand button interactions do not work, right hand interacts with a scene just fine. I do not see any errors in console indicating problems with input system. I am using Unity 2022.3.14, OpenXR and Meta XR Simulator v65 installed via Package Manager.1.9KViews0likes4CommentsUnity Oculus: Avatars disappear/ grabbing doesn't work when the HMD is unmounted and then mounted
The detailed situation is as follows. When I put on the HMD and start the app, I don't have any problems at first; it plays fine until I remove the HMD. If you remove the HMD during the app , wait a moment, and then put it back on, the controller and hand functionality doesn't work properly. My app has some objects with grabbing facility, it doesn't grabs properly after remounting again (works properly the first time).474Views0likes0CommentsOVRPlugin.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?1.8KViews1like3CommentsCustom gameobject controller
I would like to use a game object (ex. drumsticks) as the representation of Oculus controllers (instead of hands). So, I can control and move sticks using the controllers. The gameobject has a .obj file, but there is no animator or avatar file for that. Please let me know if it is possible and let me know how. Thanks520Views0likes0CommentsSwitching 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.6.3KViews3likes6CommentsXR Rig with Animated Controllers/Hands tutorial?
Has anybody managed to get an XR Rig with animated controllers/Hands going in Unity 2020? I need to use 2020 on the Quest 2 for the Vulkan API but I cant find any example anywhere showing animated controllers/hands with XR Rig. Am I missing a sample scene or is there any tutorial out there that has done this? Cheers, Lins.759Views0likes0CommentsCross-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.3.3KViews4likes9CommentsCannot find any information on how to make objects move when you do a specific motion
I wasn't really sure how to title this but for I am a new developer using Unity and the Oculus SDK and I am trying to figure how to make an object spawn and move when the player makes a fist and punches. However I cannot find anything on moving objects based on a hand motion. I keep trying to search different things but I am unable to find anything on the topic. Kind of like a force push kind of thing but the object will spawn when the motion happens and not already be in the scene. If anyone has any suggestions of things for me to look up I would really appreciate you pointing me in the right direction. I know I have seen this kind of thing in games before but I cannot find any information online about it so I am assuming that I am just not looking for the correct name of it.556Views0likes0Comments