Reset a "One grab rotate transformer"
I've got a lever that I'm manipulating with a "grabbable" a "hand grab interactable" and a "One grab rotate transformer" the last one with constraints. This is working fine. But when released the lever stays in the transformed position. I would like the lever to return to its original position when released. If I add a method to return the "target transform" to its original rotation and call it from the unity event wrapper on "when unselect" it seems to work until one tries to manipulate the lever again it then appears that the constraints have rotated by half the difference between min and max. The lever will rotate correctly between these "new" min and max values but of course is visually in the wrong place. i.e if the min max values were originally from -20 to 20. After the "reset" they appear to be from -40 to 0. Any suggestions on how to properly return the lever to its original position?Solved906Views1like2CommentsQR code recognition is not working properly on the new version of Meta Quest.
I recently updated my Quest 3 to version v83, and since then, the app that handles QR code recognition has stopped working correctly. I tried reinstalling the app and a few other basic troubleshooting steps, but it still fails to recognize any QR codes. Is anyone else experiencing the same issue with v83? If someone has found a solution or workaround, I would really appreciate hearing how you resolved it.Meta XR Simulator does not appear
Pullin my hair out here - I have the V81 simulator installed on Windows 11. Unity 6.2.10f1. I enable the simulator but the window does not appear. Any suggestions on what to check? My goal is to use the headset in editor and the simulator in the Multiplayer play mode. When using XRIT and the unity xr simulator in another project, this type setup works quite well . I can have 3 virtual players using the simulator and I can use the actual headset over the pc link in the editor. I want to replicate this type of setup but using the Meta XR Simulator instead.Solved600Views0likes8CommentsOVROverlayCanvas with Passthrough Broken
I was playing around with an app I made and decided to turn it into an XR app with passthrough capabilities and ran into issues. Passthrough: this works as it should I can see the video feed. UI: I had OVROverlayCanvas enabled on the main menu. This is where things get wonky. With the OVROverlayCanvas component set to underlay as the default and no passthrough enabled everything works on the device (editor is another story as it only shows in the left eye and will not show in the right eye no matter what I try, even with a simple canvas. When I turn on passthrough the UI shows but only in my peripheral vision, but if I look directly at it I cannot see the UI anymore it just disappears. Switching to Overlay instead of Underlay it is always visible, but I cannot figure out how to get the hand ray cursor to appear over the top of the imposter UI. Does anyone know how to get either of these to work?216Views0likes4CommentsGrabbed objects in Meta Interaction SDK move slightly ahead of the controller in Unity
Hi everyone, I’m working on a small VR throwing game in Unity 6000.0.56f1 using the Meta Core SDK and Meta Interaction SDK. When I grab a ball (with components like Grabbable and Distance Grab Interactable) and move my controller back and forth, the ball does not stay perfectly aligned with the controller. Interestingly, it doesn’t look like the ball lags behind the controller (which I’ve seen mentioned before). Instead, the ball actually seems to move slightly ahead of the controller’s movement — almost as if the controller is the one “catching up.” This happens even when I only use Grabbable and Distance Grab Interactable on the ball (no custom scripts), so it seems to come from the way the Interaction SDK handles grabbed objects. Has anyone run into this before? Could this be caused by the Rigidbody interpolation setting (Interpolate/Extrapolate) on the ball? Or by the “Kinematic While Selected” option in Grabbable? Is there a recommended way to make grabbed objects follow the controller more snappily without this “leading ahead” effect? Any insights or best practices would be greatly appreciated! Thanks in advance.Solved200Views1like4CommentsGetting Analog Values from Joysticks in Spatial SDK Native Android App
Hi, I am trying to create an app that can track the joystick push values as continuous values rather than discrete pushed/not pushed. I am using the Spatial SDK and it seems to only expose getters such as ButtonThumbLL which return an Int representing whether they were pressed or not. I saw a similar post about 4 months ago that was left unanswered: Interface of getting Controller joystick travel range | Meta Community Forums - 1336257. I am curious if anyone knows and idiomatic way of getting the continuous values of how far the joysticks are pushed. Thank you.185Views2likes6Comments(Unreal Engine) Pinch doesn't work properly in multiplayer.
It's version 5.5.4 and sdk version is being developed as 78.0. I'm developing a case where 3 people multi-play, and different Pawn can be set up each player. For example, one person is DefaultPawn, the other is IsdkSamplePawn, IsdkSamplePawn2, and so on. The two Pawn's are using hand-tracking. The code link that I referenced to make different Pawn is like https://unreal.gg-labs.com/wiki-archives/networking/spawn-different-pawns-for-players-in-multiplayer and this is Unreal 4, so I modify the code to version 5. By the way, if the Player Controller class calls GameMode's RestartPlayer within DeterminePawnClass, Pinch grab action does not work in handtracking. I think it's a bug of RigComponent in InteractionSDK, but I wonder if anyone has solved this problem.Solved157Views0likes3CommentsUnreal 5.6.1 Interaction Examples SDK
I'm just getting started. I'm interested in looking at the Unreal version of the Interaction Samples SDK - especially for Unreal 5.6 or 5.7. I got the plug-in(s) working for 5.6, I can't get the Samples working for 5.6. I'd greatly appreciate help from anyone who has the Samples working? Also is there a timeline for 5.7 integration? Here is what I've done: https://github.com/oculus-samples/Unreal-InteractionSDK-Sample I added the: Meta XR Plugin Meta XR Interaction SDK plugin The OcculusInteractionSamples plugin doesn't seem to want to run with UE5.6.1. I've tried a rebuild - Then, I tried Generating VS project files and recompiled. But that didn't work. Thanks for any help!146Views0likes3CommentsMeta XR Simulator Standalone Help
I'm an educator teaching Unity & XR development using Quest 3 and Meta Building Blocks. But I have been really struggling because of the difference in learning materials online (from Unity's end, and from content creators online from even just 3 months ago, let alone 1 year). The most current / pressing issue in my class is the lack of updated documentation and examples using the new standalone version of the Meta XR Simulator. Half the documents in the official Meta XR Simulator Overview documentation are from 2024 and use the old interface (which had WAY more features and customization options). I have a bunch of students relying on mouse and keyboard controls trying to test behaviors like the locomotion building block, but they don't work. Current issues I would love suggestions or hints on how to solve (from just importing Building Blocks into a Unity Core 3D scene, nothing customized yet): I have duplicate controller models and ghosting (only in the simulator, visible when moving) I have weird graphical glitches sometimes that look like snow or fuzz (only in the Unity game view & simulator when running the simulator) I cannot get rays or aiming reticles to come from the controllers no matter where they or my mouse are pointing (but they work in the headset). Even with point and click on. Do the movement inputs (default WASD and Arrow Keys) simulate the left and right joystick? Or do they override/bypass those inputs? Some teleport control options involve aiming and pressing up on the joystick, and I'm not sure how to test that in the simulator Is there some way to add simulation input options that actually trigger the controller's inputs like the Unity package version used to? I would also appreciate any general advice or resources on new/recent best practices, customization options, and debugging tips using the building blocks and interaction SDK.144Views0likes1Comment