Detect batteries and haptic suits only in android with Unity.
I am currently experimenting with the Oculus Quest implementation package and Unity. I have some questions regarding the following points: All my game and data retrieval methods run on Android on my Quest 3. I would like to find out during gameplay which devices are connected to the USB-C port (the only port it has) and also via Bluetooth. By devices, I mainly mean batteries and haptic suits. For example, I want to know which batteries are being used when they are connected to my quest headset, and in case a user connects a haptic suit to the Quest 3, I also want to know in-game which haptic suit is being used.664Views0likes2CommentsMeta Haptics Studio Feedback and Question
We have been using Meta Haptics Studio with success, however, when manually editing the .haptic files there seems no way to shorten or lengthen the total haptic sound, I can see in the SDK that the length used is the total length (not selected length), is there a hidden feature, or is this not possible? As this is a tool feedback forum, these are the feature requests we would love in Meta Haptic Studio: Trim the length of the haptic Add length to the haptic (even just a length thing) Assign relative paths from a project source to each folder to export (we use folders that contain feature sets, not lots of function based folders, so a footstep haptic would be in the character/haptics folder not all under 1 haptics folder) Removal of source files (no need for them once design is good) Sub Groups of Haptics (We have a-lot) Export as Wav (for other systems, but allows us to focus on Quest first)1KViews0likes0CommentsQuest 2 controller vibration and Meta Haptics Studio
Hi guys, I am currently using Quest 2 and Meta Haptics Studio to design haptic feedback with controllers. In Meta Haptics Studio, vibration amplitude and frequency range from 0 to 1 without showing information about how strong they are in specific units. Could anyone please tell me how strong the vibration and frequency are when they are 0.5 or 1 in Meta Haptics Studio? Thank you!560Views0likes0CommentsUnreal 5.3.2 OculusXRInput crash caused by haptics
Hey, I've been having an issue with using haptics. I upgraded from unreal 5.1 to 5.3.2 and updated the MetaXR integration package to V60.0. After the upgrade, using "Set Haptics By Value" or "Play Curve Haptic Effect" both cause a crash in Editor and in the Meta Quest 2&3. When removing these from my BP, the crash does not occur. Did something change to the haptic functionality? Am i missing something? Sincerely, RaymondSolved1.4KViews0likes1CommentHaptics SDK for Unity not working
I'm trying out the new Haptics SDK for Unity I want to test it by playing a single haptic, but when I use this script I get an error with no haptics (testing in Unity editor 2022.2.13, with Air Link to a Quest 2) Script: public class OculusHapticClipTest : MonoBehaviour { [SerializeField] private HapticClip _hapticClip; private HapticClipPlayer _hapticClipPlayer; private void Start() { _hapticClipPlayer = new HapticClipPlayer(_hapticClip); _hapticClipPlayer.Play(HapticInstance.Hand.Left); } } Error: Error: HapticsSDK has already been initialized UnityEngine.Debug:LogError (object) Oculus.Haptics.HapticInstance:Initialize () (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticInstance.cs:101) Oculus.Haptics.HapticInstance:MakeClipFromJson (string) (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticInstance.cs:127) Oculus.Haptics.HapticClipPlayer:.ctor (Oculus.Haptics.HapticClip) (at ./Packages/com.meta.xr.sdk.haptics/Runtime/HapticClipPlayer.cs:77) OculusHapticClipTest:Start () (at Assets/CombatProto/Impact CFX Haptic/OculusHapticClipTest.cs:14) I can't find anything else that may be calling new HapticClipPlayer() anywhere else in the scene. Any tips? Thanks1.8KViews1like1CommentTouch haptics amplitude/intensity - what is the range, and in what units?
Hi - I'm developing an experiment with Quest 2 in Unity that uses haptics with variable intensity. In Unity, we're given a range of 0 to 1, where 1 is the maximum intensity the Touch controller can deliver. I assume this is the same range as we had on the Rift S, where the range was expressed as between 0 and 255. For my experiment, I really need to know what intensity is being delivered at a given level - eg what is the actual intensity (or the amplitude) of vibrations at 0.2, 0.5 etc in the scale? In other experiments I've read up, the intensity of a vibration is measured in metres per second per second, which I believe ultimately depends on the amplitude of the vibration (in metres). I've searched the Meta documentation, but can't find any information anywhere - can anyone please tell me the range either of intensity (m/s/s) or amplitude (m). Also, whether the 0 to 1 scale is linear or something else. Alternatively, can anyone point to any documentation that would help, please?764Views0likes0CommentsBuffer-based Haptics are broken for Quest 2
Haptic controller vibrations are a crucial tool for creating game immersion. While simple "buzzes" (a constant vibration amplitude for a specified duration) can be serviceable, modern controllers allow developers to play custom waveforms through the controllers, such as sawtooth waves, sinewaves, and even Audio Clips. This adds texture and nuance to the effect, and is the superior way to play haptics in 2022. After much trying, it appears to me that the buffer-based haptics are fully broken for Quest 2 controllers in the Oculus integration for Unity. I have tried in 3 ways: Using the Unity generic XR system: byte[] samples = new byte[1000]; // This would be loaded with samples to create a custom vibration waveform var handDevice = InputDevices.GetDeviceAtXRNode(hand == Hand.right ? XRNode.RightHand : XRNode.LeftHand); // Pass the buffer into the controller if its "haptic capabilities" say that it supports buffer-based haptics if (handDevice.TryGetHapticCapabilities(out var capabilities) && capabilities.supportsBuffer) handDevice.SendHapticBuffer(0, samples); Using Rift S and Quest 1 Touch controllers, the above code runs successfully. Using Quest 2 and Touch 2 controllers, "supportsBuffer" is false on the capabilities class, and the samples cannot be successfully sent. I know that it is incorrect that the Touch 2 controllers do not support the feature, as I have in a few instances been able to send a buffer to Touch 2 controllers using the below method. Using OVRHaptics: var ovrHapticClip = new OVRHapticsClip(myAudioClipToTurnIntoVibration); var channel = OVRHaptics.RightChannel; channel.Queue(ovrHapticClip); The OVRHaptics class has a function for sending a haptic buffer in through a "channel" (controller). I can actually get this method to work in a test scene. However, it requires me to put the OVR plugin in a legacy setting (Oculus/Tools/OpenXR/Switch to Legacy OVERPlugin (with LibOVR and VRAPI backends) ). If I am not in this setting the function does nothing. In another project, if I set the project to this setting and try to send the haptics buffer, the engine gets stuck in an infinite loop. According to what I can find online, the OVRHaptics class is intended to be deprecated, anyway, so it doesn't seem like a good solution. Using OVRInput: My understanding is that OVRInput is the modern, sanctioned way of sending haptics to Oculus controllers without going through the generic Unity XR system, and they contain a method for a "simple buzz" (amplitude and duration parameters only) via OVRInput.SetControllerVibration. However, they seem to lack any functionality for sending in a custom buffer, unlike the deprecated OVRHaptics. I would love any advice regarding ways I can get this feature to work. I figure I'm either wrong about some of my conclusions above, or the feature is fully broken at the moment -- either way, I'd love to know. Thanks in advance for your help!3.1KViews13likes1CommentBHaptics Tactsuit X40 - Distance
Hi, I am considering purchasing a BHaptics Tactsuit X40 and wondering if anyone has used one with a Quest 2 to play Alyx?, I have a couple of questions, 1. Does it work okay?, any issues? 2. How far away from the PC are does it work?. Currently I use my Quest 2 via Desktop VR over a mesh network, my PC is around 25 metres away from where I play in a different building, I believe the Tactsuit X40 uses Bluetooth from the PC, I am guessing the distance will either not work or cause latency which would make the Tactsuit unusable Any tips or hints would be appreciated Thanks Liam803Views0likes0CommentsWeak haptics
I own PSVR and Oculus Quest. My Oculus Touch controllers maximum haptic feedback is about 30% of PSVR move controllers vibration force. Someone recommended to remove batteries from the controllers and insert new ones back in one minute. I tried that but to no avail. The vibration is still super weak. Anything else I can do to fix this?3.8KViews1like8Comments