Prevent Hands from going through table.
Hi, I am using the Unity Movement SDK to controle an Avatar in my unit scene. I want the player to sit in front of a table in real life and place his hands on it. In VR, the hands should also be on a table. I can roughly adjust it so that the hands are on the table. The only problem is that there are always small inaccuracies when tracking and the AVatar's hands keep disappearing into the table. Is there a way to prevent the hands from sliding through the table and always lying on it?663Views0likes1CommentVirtual Keyboard
I have a problem using the meta sdk virtual keyboard in Unity. When the OVRCameraRig is set to Eye Level, the Meta SDK virtual keyboard works fine. However, when it is set to Floor Level, the raycaster and hands don't work properly when pointing at the keyboard. If I press on the canvas or other objects, the raycaster and hands are positioned correctly, so I believe the problem lies in how the keyboard's inputs are set.Solved1.2KViews1like2CommentsOculus Quest 2 controllers recognized as Oculus Go after building for Android in Unity 2020
I know it's a common issue with oculus products. I'm working on a VR project with the following tools and plugins: - SteamVR Package - Oculus Integration - Vive Input Utility All of them are in their latest versions. The project seems to run normally, both on the editor and desktop platforms. The problem is, when building for Oculus Quest 2 (Android), the controllers are replaced with the ones from Oculus Go, and the input mapping doesn't work either. I've tried changing the AndroidManifest.xml file, as seen in the following link: https://forum.unity.com/threads/ovr...lus-quest-is-detected-as-an-oculus-go.758540/ But still, It doesn't work. Has someone encountered with the same problem?1.1KViews0likes0Comments