Interface of getting Controller joystick travel range
Hello, I’m fairly new to the Meta Spatial SDK, and while reviewing the Controller Input documentation, I couldn’t find any interface that allows retrieving the joystick’s travel range. What I came across were examples treating joystick directions as “Buttons” (like ButtonThumbRL). However, what I’m trying to do is map the joystick’s travel to an attribute like “velocity.” Is there any way to access this information? If I’ve missed something, my apologies, thank you!241Views0likes5CommentsMeta 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.2KViews0likes4CommentsAre Meta Quest 3 Controllers always active?
Hello people, I am creating an application that uses HandTracking and Controllers at the same time. To do this, I used the OVRCameraRig from the "ConcurrentHandControllersExample" scene. Everything works fine BUT I would like the controller to always be active. That is to say that currently, the controller ONLY activates when I pick it up. Whereas since I want to use it as a tracker, I would like it to always be active. I've seen that the ‘Controller Visual’ script allows the helmet to disable the controllers when they're not being held, and to enable them when they are. However, we can't modify the oculus code for our own use (thank you...), and there doesn't seem to be ANY option to modify the settings of this code, and ensure that the controllers are ALWAYS active. I hope I'm wrong, and that someone can enlighten me :). Thanks in advance for your answers.660Views0likes0CommentsNew oculus Update make the controllers not work in UE5
After the recent Oculus Update, my controllers have stopped working in Unreal Engine 5. whenever I try to play in the editor or a working project build, the controls do not move or allow for input. They were working perfectly before the update. This is affecting the Oculus Rift CV1 and the Quest 2. From what I've read in the forum so far all Oculus headsets are affected and Facebook/meta are sitting on their hands doing nothing Both controllers are fixed to 0.0.0. in the world space and won't move or allow for inputs Two and a half years of work are now dead in the water until it's fixed. I have tried uninstalling and reinstalling the Meta desktop app. I have tried different solid builds that I know work. "Have you removed any third-party accessories that may affect power, battery fit, or controller detection. For example, rechargeable grips, controller covers, etc." - Yes "in your other attempts, did you unpair and repair the controllers to the headset?" - Yes "Have you checked the controller battery and the LED status (blinking, solid, or no light at all)?" - Yes I have a custom build development PC that can more or less handle anything so that isn't a problem.3.6KViews2likes7CommentsCustom Controllers
I am a newby and have a hardware team that creates sports game controllers with special features. In the VR world we see many "holders" of meta controllers to mimic real sports wands, bats etc. We do not want to use the pass-through feature and am reaching out to this forum to advise on how our custom controller can talk directly into the VR game itself?717Views3likes1CommentUsing Oculus Quest controller for clicking on Buttons
Hi folks, I'm currently building a prototype for a project (using unity 2019.4.0f1). That means it doesn't have to be perfect and there are just a few functions involved. So far I created the environment and added a dialogue system, which pops up when the button is hit. This is working absolutely fine when I'm in Unity and try it on play mode. But when I try it out on my Oculus Quest, everything is shown correctly but I'm not able to click the button (as I did in play mode with the mouse). I'm using the custom hands and are able to grab things - but it seems I'm too stupid to click buttons. My brain tells me that there is a simple solution, but right now I'm more than desperate. I hope there's someone out there, who can help me. Btw I'm a newbie and try my best - be kind. Thank you in advance! I don't know if it helps but here are my Hierarchy... The button in the inspector ...and the button in game6.8KViews0likes5CommentsUnity 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).489Views0likes0Comments