Gaze/Head Tracking Combined w/ Limited Hand Tracking or Gamepad Controller (Ex. Apple Vision Pro UI)
This implementation could drastically increase the ease of use of the Quest 3 UI, and bring it much closer to the usability of the Apple Vision Pro UI for a fraction of the cost, while still allowing the flexibility of trackable controllers, conventional hand tracking, and the use of gamepad controllers or other Bluetooth devices such as keyboards or mouses. This post is directed to other developers who may have ideas to suggest as a solution, or may be interested in incorporating some of these ideas into their projects. Related Post: https://communityforums.atmeta.com/t5/Get-Help/How-to-reposition-or-resize-windows-with-a-gamepad-controller/m-p/1190574#M300771 How to reposition or resize windows with a gamepad controller? (XBox One Controller) "I love the gaze cursor feature when using a controller. Lets me quickly take actions when I don’t want to use the Quest controllers. One thing bugs me though. I’m unable to drag using the gaze cursor. If I hold the A button on an Xbox controller it will rapidly select an item instead of select and hold on to it. Are there any tricks around this?" This is directly copied from a reddit post by Independent_Fill_570 a month ago and it hasn't received any responses yet. https://www.reddit.com/r/MetaQuestVR/comments/1byjora/is_it_possible_to_resize_windows_with_a_contro... I'm having the same issue. I love the ability to use the gaze tracking for the cursor, but it restricts the ability to resize windows, reposition windows, long click (as it only repeatedly single clicks rapidly instead), so selecting text longer than a single word is also an issue. The gaze control seems to be the best substitute to the Apple Vision Pro's eye tracking cursor. Is there any way of using the gaze control to guide the cursor, but a hand tracking gesture to select or click, without it engaging as conventional hand tracking while gaze tracking is enabled? I've spent many hours now searching the internet, looking into potential sideloading options, and even pouring over the Oculus PC source code, but haven't really found anyone talking about this except for the one unanswered reddit post I've linked to. The XBox One controller has basically the same buttons available as the Quest 3 controllers do, minus the tracking, but with the gaze tracking it would be wonderful to have the controller buttons mapped properly and I can't seem to find a way to remap the gamepad keybinds without it being run through Steam and a PC link. I'd like to be able to do this natively on the Quest 3 standalone. Hand tracking only for the selecting or clicking would also be great, but even just the buttons being mapped properly so that pressing A clicks, and holding A holds the click until released would fix the issue. I am aware that pressing the select and menu buttons together toggles the gaze tracking off, and enables very limited use of the Xbox controller buttons for use in a keyboard or such, but that's not what I'm asking about here. Thanks in advance to anyone who has any helpful information to provide on this issue. If gaze tracking were combined with limited hand tracking gestures like making a closed fist, I feel like the quality of this product could more easily rival the user interface of the Apple Vision Pro.1.2KViews0likes0CommentsDeveloping new gamepad for Quest 2
We are in the process of designing a new custom gamepad to supplement the Quest 1 and Quest 2 VR controllers. We would like support around integrating the additional controls while maintaining some or all of the control inputs from the Quest controllers. Are there specific requirements for the HID device report descriptors, or will custom drivers development be necessary? Is there a direct method of support beyond the forums?876Views0likes0CommentsMac App Store validation fails for OVRGamepad.bundle
I am attempting to get my cross-platform Unity app certified for the Mac App Store, and am getting several validation errors related to the OVRGamepad.bundle shipped with the Unity OVR package (we support VR on Windows): Unsupported Architectures. Your executable contained the following disallowed architectures: '[i386 (in <myapp>/Contents/Plugins/OVRGamepad.bundle/Contents/MacOS/OVRGamepad)]'. New apps submitted to the Mac App Store must support 64-bit starting January 2018, and Mac app updates and existing apps must support 64-bit starting June 2018. After examining this file, it looks to be a universal binary containing both i386 and x86_64 architectures. I can strip out the i386 arch, but it would be nice if these were packaged as separate files so I don't have to do surgery to separate them. Invalid Bundle Identifier. The application bundle contains a tool or framework [<myapp>/Contents/Plugins/OVRGamepad.bundle] using the bundle identifier '', which is not a valid bundle identifier. This one is tricker. I checked the Info.plist in the bundle, and indeed the CFBundleIdentifier is blank. Can I put just anything here? I don't know if the App store is doing deeper validation, or checking the ID against its own list of packages. This field really needs to be populated on Oculus's end. Has anyone else run into either of these issues? Are there accepted workarounds? Thank you.893Views0likes0CommentsGamepad support on the Quest 2
I am the developer of the VirtualBoy Go emulator for the Quest/Go. One use it having problems with the registration of the left and right shoulder buttons on his virtualboy controller that he connected with an usb adapter to his Quest 2. Apparently this works fine on the Go and I don't see why it wouldn't on the Quest 2 (all other buttons are working). I was thinking of updating the SDK to see if this would fix the problem. But the gamepad support was marked as deprecated with the Oculus Mobile SDK 16.0 and I can't even connect my Xbox One controller with the Quest 2 (other people seem to have the same problem on the Quest 2). So what am I supposed to do now. Will gamepad support get fixed on the Quest 2 or will it just get completely removed?713Views0likes0Commentsgamepad will easily pair, but then quest 2 will just ignore it
i have a perfectly working new xbox wireless gamepad that i was easily able to pair with my new oculus quest 2. however, when i go to actually turn on the gamepad and use it to play a game (like ultrawings for example), my quest 2 acts like the gamepad is not there. with my old oculus go, all i had to do was turn the gamepad on and the oculus go would automatically switch over to the (previously-paired) gamepad. what do i need to do to get my quest 2 to recognize and use a gamepad that has been paired?? i'm so confused - thanks!921Views1like2CommentsPairing Gamepad
I have a few very decent Bluetooth gamepads – in the app when I go in and click controllers, then it has pair new device – it gives me the option to pair a left or right controller, and it also has the ability to pair a gamepad….however when I click to scan it does not pick any of my gamepads up even though they are all in pairing mode. Can anyone help with this?1KViews0likes2Comments[Resolved] Stratus XL, paired, verified reponds, doesn't do anything IN GAMES. Only trigger function
The title says most of it. I need to know what game to test this in and what to expect if it's working. Right now, it doesn't do anything meaningful in any game, only can select things and exit the game with the gamepad. There's got to be a missing setup step. NOTE: yes, it's paired theough the oculus app and connects fine. Android 8.0.0, oculus go, steelseries Stratus XL gamepad for Windows/Android/oculus3KViews0likes10Comments