Please have native support for locomotion devices
It would be great to have native support for integrating VR locomotion devices (Freeaim VR Shoes, Kat Walk, Virtuix Omni, Natural Locomotion, etc.) similar to how it works with SteamVR. In SteamVR, we can implement our own driver that will translate movement from the device to joystick commands. SteamVR loads the driver and then forwards the joystick commands. We can also retrieve useful information from the headset via the driver and send it to the device, such as HMD position and orientation. Currently, to support a locomotion device on the Meta Quest, game developers have to integrate support. This isn't scalable and is a lot more work than if the locomotion manufacturer could just implement a driver/plugin/background process that works for all games that have locomotion.38Views0likes1CommentAlternating between or simultaneously using linear Locomotion and Teleporting
Hi! My team is working on a Unity VR project using the Meta XR SDK version 60.0 targeting Quest devices. We want to offer users the choice to switch between linear movement and teleportation whenever they want, so they can use whichever they feel more comfortable with. However, we've encountered some unexpected incompatibilities between the two modes. For linear movement we are using the OVR Player Controller with a Character Controller, as in the Core SDK's OVRPlayerController Prefab, and a TeleportInteractor is doing the teleporting. Each on their own are working fine, but when the PlayerController and CharacterController are active, the player avatar is often getting thrown across the scene, seemingly bouncing off environment geometry, possibly even the ground. And when we try to set up a toggle, deactivating the Player/Character Controllers in favor of teleporting, deactivating them after they have already been in play messes with the teleport height, usually setting the viewpoint at knee height. Has anyone here found a way to use both at the same time or toggle between them cleanly, like we are trying to? Thanks in advance for every hint and suggestion what we could try!969Views0likes1CommentLocomotion teleport issue on Unity3D active scene changed
Hi everybody, I have an issue with the Locomotion system within Oculus Integration. I use it with the OVRPlayerController into a main scene and it works fine.But then I need to load additive scenes and set them active (due to PostProcess use). Unfortunately, switching active scene using "SceneManager.SetActiveScene("My_scene_name");" will cause issues with teleportation system. If I active the laser beam, it doesn't collide anymore and stay always on even if I unpress the trigger button. So, do someone has a solution for this ? Thanks.470Views0likes0Comments