Scene Change interaction issues
I'm very new to this world and learning curve is real. I've been teaching myself Unity all summer for an art exhibit in two weeks where I plan to have this VR project. It's close, but I can't seem to get the controllers to interact with the UI Buttons and change scenes. I have four UI canvases (each with a UI button child) that will connect to the 4 different scenes. I started with Unity's XR Interaction Toolkit and switched to Meta Interaction and using Building blocks hoping it would simplify the process. I've read so many different ways to get the ray to change scenes, but so far it isn't working. At this point, I think I have too many components on my game objects so I'm not sure how to troubleshoot. On the one UI Canvas I'm testing, I have graphic raycaster, tracked device graphic raycaster, pointable canvas. On the UI Button I have a button component with OnClick set to the scene via SceneLoader script (which was working with mouseclick, but now its not), Pointable Unity Event Wrapper with When Release set to the scene it should go to, and Ray Interactable. On the Event System I have XR UI Input Module and Pointable Canvas Module. I'm also not sure it isn't something I'm missing on the Controller Tracking Settings. I also added XR Ray Interactor on the Building Block GameObjects for left and right. At this point I'd be happy to start from scratch on the UI scene with new UI Canvas GameObjects if it means getting this to work, but I need to understand the most streamlined process to take first. I'd be very grateful for guidance. Can anyone help?Solved221Views0likes9CommentsWrong Thumb Placement for Meta Avatars after Update to v38 and v40
Hello everyone, we have been using the Meta Avatars in our projects for the last few months now and after putting in some work we were quite happy with the results. However since we recently tried to update from v35.2 to v38 or now even to v40 we noticed a weird displacement in the Avatars thumbs. The thumbs or joints of the thumbs seem to be shifted towards the palm of the hand somehow ( see images for comparison) . It does not hinder the grab functionality - but it makes all hand grab poses look wrong, which renders it unusable for us. I could not find any indication where this is coming from or any way to fix this. Does anyone have an idea or a tip on how this could be solved? Additional Information: Unity 6.2 All-in-One-SDK v78 XR-Plugin: Open XR We are using an OVRCameraRig with Hands and ControllerDrivenHands. Hand Skeleton in OVR Manager: Open XR Skeleton52Views0likes0CommentsInputOVR Poke Interactor "Active State" and "Interactable Filters"
Hello, I'm trying to get the poke interactor to only poke buttons when pointer finger is extended (otherwise I have lots of accidental pokes). I'm using the CustomHandLeft and CustomHandRight prefabs. I did a little workaround with a script that turns off the "Controller Pointer Pose" component when the hand collider is not active, but I noticed there is an optional "Active State" and "Interactable Filters" inputs in the ControllerPokeInteractor script component. When I search the script, I don't see anything related to "Active State" or "Interactable Filters" and I can't find anything (or maybe don't understand) in the documentation. It feels like I made a workaround for something that is already implemented (and probably implemented better than what I did). Any help is appreciated.4.6KViews0likes7CommentsPointable Canvas Event works with Quest Link, but not when built to headset.
Hello fellow devs, I am using the RayCanvasFlat that comes with the samples for Meta Interaction SDK for my project. There is a wall object in an architecture scene and I want to be able to use the ray pinch functionality to select this wall and call an event to pop up a menu to interact with this wall. I used the RayCanvasFlat prefab and removed all text and buttons from it, duplicated it 3 times and placed them on 3 sides of the exposed wall: I added a pointable canvas unity event wrapper and in the select part I added my menu scaler. Here is the pointable canvas module settings: When I run the scene in unity editor, and I point and pinch at the canvases around the wall, I get the event called successfully and the menu pops up. However, when I make the build and run the build on Quest 3 untethered, pointing at the canvases still works (I see the cursor and the click effect) but the unity event to scale up the menu does not work... Any ideas how I can debug this or fix it? If there is also a way for me to use this ray interactor + pinch without a canvas where I can see the cursor similar to how it appears on canvas, I would be grateful for directions too. Thanks in advance!1.3KViews0likes1CommentHow do I Transfer Active Interaction From One Object To Another
Hi, I'm using Meta's XR Interaction SDK v66 in Unity and have a situation where I have a Grab Interaction 'pulling' a Build Icon in a Build Menu to initiate the building of the corresponding object in the game world at the point of the Grab Interaction. So I'd like to programmatically cancel the Grab Interaction on the Build Icon, instantiate a 'real-world' version of that object, and programmatically begin the Grab Interaction on this new object, letting the Player place the built object wherever they would like. So effectively I want to transfer the Grab from the Icon object to the newly instantiated object. The documentation for interacting with controllers and hands is great but I haven't been able to find much around initiating interactions exclusively with code. Any help would be much appreciated. Thanks! InfiniteEchoSolved1KViews0likes1Comment"Attach socket" with Oculus Interaction SDK
I'm trying to recreate the "attach socket" (XRSocketInteractor) from Unity's XR Interaction Toolkit. Has anyone had any success? I've read through the documentation but can't come up with a simple way to do this. I've even tried writing my own script with an OnTriggerEnter using both grabInteractable.AddSelectingInteractor(grabInteractor); and grabInteractor.Select(); but still haven't got a complete snap attach.. I've gotten the grabbable object to turn green (be Selected) seen with the "Interactable Debug Visual" script but the object doesn't "auto move" to the transform point and I'd rather see if there is indeed a proper way to do it. Any ideas?5KViews2likes7CommentsActive Ray Interactor switching between interactables
Heyo I'm using SDK v60, in my scene I have a floor that consists out of multiple seperate tiles. Every tile has their own Ray Interactable component and I'm casting the ray from my hands. The cursors are correctly displaying on the surface, switching seamless between tiles. Now when I make the Pinch gesture, it locks the cursor and CollisionInfo to that specific selected interactable. That means everything stops updating when I leave the border of the selected interactable. I guess thats expected behaviour, but is not helpful when I'm trying to paint something for example and don't want to release the pinch every time, before switching to the next tile. I would like to implement a seamless switching between interactables, while keeping the pinch active. I tried Unselect(), without results. Maybe somenone here give me some pointers.949Views0likes1CommentDoes anyone know how to dynamically constrain hand position during grab interaction?
I am using Quest 2 controllers represented as hands. Started with the Complex Grab sample scene. I've created a custom object with custom grab points, hand pose, etc. and that works fine. What I have been trying to do is, if you have picked up an object the object + hand should collide and not be able to pass through a panel. Think of, for example, drawing on a board. You don't want the pen and hand to simply pass through the board. I know ways to do this in normal Unity or using XRI Toolkit - it's a fairly trivial thing - but the Interaction SDK is not playing nice. I also tried deconstructing the pin board prefab and using those OneHandTranslateTransformer and InteractableTransformerConnection components but I couldn't get it to work how I want. For one, they affect rotation as well as position but I just want to constrain position. In addition, those constraints kick in the moment you grab the object, but I need the constraint behavior to happen only when the tool (e.g., a pen) touches a specific object (e.g., drawing board). Couldn't seem to override this via script. Has anyone done this before with GrabInteractable type of objects? Or more generally, is there a GameObject one can interact with for constraining hand position? Thank you!3.6KViews0likes3CommentsMeta Avatar and Interaction SDK Hand Tracking Positioning Issue
Issue: While using both Meta Avatars and Hand Interaction SDK, my fingers don't align in certain positions. Pressing a button on a canvas with only the Meta Avatars hands visible is inaccurate and leads to misses or accidental button clicks. I understand I can pass custom data to the Interaction SDK hands but seems like a lot of trouble. Here are examples. Certain angles are worse than others. Certain angles seem to be aligned well.3.1KViews3likes4CommentsMissing scripts/broken references on prefabs in Oculus Interaction 46
Inside the following prefabs: Assets/Oculus/SampleFramework/Usage/Prefabs/UIOverlay.prefab Assets/Oculus/SampleFramework/Usage/DistanceGrab/Prefabs/DistanceGrabSquirtGunPf.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Couch.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Desk.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/3rd Person Controller.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/First Person Controller.prefab1.5KViews3likes1Comment