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.679Views0likes2CommentsQuest 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!572Views0likes0CommentsTouch 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?779Views0likes0CommentsNative Quest haptics / vrapi_SetHapticVibrationBuffer
I am adding haptics to my Native SDK project for Go/Quest. I find in the headers a vrapi_SetHapticVibrationSimple where you pass in 0-1. So that's straightforward. However I also find a vrapi_SetHapticVibrationBuffer that takes a start time, a number of samples, "true if this is the end of the buffers being sent", and a series of unsigned char samples. How do I use this? This looks very useful but I am looking hard through the Native Quest documentation and there is no documentation for haptics for the Native API. Things I would like to know: * Can I use this feature? The only reference I find to haptics buffers on the website is this older documentation for Oculus Touch on desktop, which says the feature is deprecated. But it is used in the VrController sample in the native SDK so I assume it is deprecated on Desktop only and not Mobile. * Is there an upper bound on the allowed duration/length of a ovrHapticBuffer? * What is the exact interpretation of the sample values? 0 is no intensity, 255 is max intensity, I assume? * What is the memory ownership of the HapticBuffer member of ovrHapticBuffer? Will vrapi retain a pointer to this buffer? May I safely free/alter the buffer immediately after calling vrapi_SetHapticVibrationBuffer? * Is there a value (such as 0) for BufferTime which will be interpreted as "begin playing immediately"? * Can I use this feature to set a vibration frequency? If so, how? The Unity and Unreal Quest documentation have "frequency" parameters on the haptics methods for those APIs but vrapi_SetHapticVibrationSimple does not. * Should I expect the feature to work on Go? Are there differences in the haptic behavior between Go and Quest?1.1KViews0likes1Comment