Tracked Keyboard Sample no longer working
https://developers.meta.com/horizon/documentation/unity/tk-tracked-keyboard-samples/ This sample doesn't work for Unity 2022.3.16f1, Meta SDK v67, Logitech MX Keys Mini for Mac, Pale Gray. Whenever I select the input fields, I couldn't type anything. This probably duplicated but because the previous issue has been marked as solved, I'm creating another one https://communityforums.atmeta.com/t5/Unity-Development/Tracked-Keyboard-SDK-can-t-type-to-the-input-field-in-the/td-p/968879269Views1like0CommentsInput System and Pointer Pos/Rot
Hi there! Recently i found a bug that arrived with latest Oculus integration package. I can't tell exactly wich one but around V55. So, input system is broken when importing the Oculus integration or Meta XR package. Pointer Position and Rotation will gone and missing if we use Oculus, 4-5 month ago it worked well. First picture, without Oculus SDK/Meta XR After importing SDK:782Views0likes1CommentDeveloper Mode - Android Apps - Documentation on iteraction methods?
Hi support team, I'm testing traditional Android apps on Meta Quest 3 to solve some of my needs (specifically remote desktop at this time). I was able to install and run some apps. However, I'm confused when it comes to app touch input. Is there documentation explaining how controllers and direct touch works with Android apps? So far I've found this: B = back button A = tap where the pointer is Trigger = tap where the pointer is 2 triggers + move controllers - pinch-zoom I tried coming closer to the screen and tapping with 2 fingers at once - this doesn't seem to have any effect. Can you confirm? While testing NoMachine Client app, I was able to do right click (done with 2-finger tap) only once, and I did not understand how I did it. Can you provide some guidance? Can I do 2 finger tap with controllers or hands? What about 3 finger, 4 finger? Additionally, can you please allow resizing windows in "Near" view just like they can be in "Far" view? Essentially I'm looking for a direct-touchable remote desktop, and the issues mentioned above really limit my options.898Views0likes0CommentsUnity Spacebar Input in Editor with OVR not working
Hey all, I've had an issue which now seems permanent where access to the Input.GetKeyDown("space") does not trigger when the headset is active. I notice it does respond when I first play the scene but as soon as I make the headset active it no longer responds. I thought this may have been the InputFocusAcquired status but looking into that I'm not sure that blocks other inputs. Thanks for any guidance.811Views0likes0CommentsWhich input system to use with Movement SDK
I'd like to experiment with the Movement SDK. The readme indicates Oculus Integration is a prerequisite.and that package uses the new input system (UnityEngine.InputSystem). The Movement SDK, however, is uses the old input system (UnityEngine.Input). Which system should I use?589Views0likes0CommentsMemory Error when opening the overlay menu
While monitoring the Android logs, and running my Unity Quest game, and pressing the Oculus button to open the overlay menu, I get this wierd memory error: error getting shared memory region, memory type: Controller, failed with Status(-1, EX_SECURITY): 'requested shared memory When this happens, the game stops receiving controller and headset inputs, so the entire screen freezes that is incredible jarring. Any idea how to solve this? I guess it has something to do with the Focus Aware, and how the Input System works, as it only receives input while being active? I'm using Unity 2021.2.7 with OpenXR Plugin v1.3.0 and the "New" Input System.3.3KViews4likes4Commentsbuttons not working with old input system after upgrading oculus integration
I've had a project working fine for ages using unity 2021.3.9, OpenXR for input (through the old input system, only positions and buttons), and the oculus integration for oculus features. I've just updated to the latest oculus integration package (nothing else has changed). After doing this everything is tracking fine, I even see the movement of buttons as I press them on the models, but none of the buttons are registering with the old input system anymore. (I've not tested the new one) I've checked everything against my backup and I'm pretty sure it all has the same settings as before. I've tried updating to 2021.3.23 and all other components. I can replace the Oculus folder with the backup and it works, update it again and it doesn't work. I've ended up having to use OVRInput instead for now. Any ideas?1.1KViews0likes0CommentsDumping QWERTY and porting an alternative text entry system to Oculus
It seems that we are about to continue using QWERTY for text input, even though we are entering a completely new technological era with VR/XR/Oculus/Metaverse. Puleeeeeze! Let's NOT! About two centuries ago, QWERTY was purposefully designed to slow down typing! It's time to put it to rest. There are much, much more efficient alternatives for a single finger/hand full text entry, more suitable for VR/AR. Our imminent technological transformation begs for a commensurate technological innovation. My question is, given that a non-qwerty input tool is implemented and available for Android, what's the easiest way to port it from Android Studio to Oculus?1.5KViews0likes0CommentsIs there a way to invoke the keyboard overlay in a VR app not made with Unity or Unreal?
In the documentation, there seems to be a way to open the keyboard overlay for Unreal and Unity development: https://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/ https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/ However there is no indication on how to do the same with a third party engine or app written without using those two solutions, I couldn't find anything in the Mobile SDK docs: https://developer.oculus.com/documentation/native/android/mobile-intro/ Is this functionality available? Thanks in advance for your help!1.3KViews1like0CommentsUse Quest 2 As A Display?
Hi All, Firstly, does Quest 2 allow HDMI input? ie: Using HDMI to Type C with HDMI connected to a Console/PC. If yes, has anyone worked on an app that essentially allows you to turn your Quest 2 into a home theatre like the Netflix app BUT, you can connect your Xbox or PS5. In the app itself, you adjust the screen size, etc. Haven't been able to find something that already exists...1.3KViews0likes0Comments