Meta Movement Package: Code error in RetargetingLayer.cs [fixed]
I installed Meta's Movement package and immediately hit an error: Library\PackageCache\com.meta.movement@3224be0f12\Runtime\Scripts\AnimationRigging\RetargetingLayer.cs(329,33): error CS0115: 'RetargetingLayer.InitializeBindPose()': no suitable method found to override FWIW, I'm running Unity 2022.3.33f1 on Android, package version is 6.0.0, and I imported the project via git in the package manager: `https://github.com/oculus-samples/Unity-Movement.git` UPDATE Resolved: I upgraded Meta XR Core SDK from 65.0.0 to 68.0.2 😅 Note to self: RTFM554Views0likes0CommentsIs it poissble to do mirror tracking Left or Right Hand with meta movement sdk
I have a 3d model and using meta movement sdk to do body tracking. I want to use Body Tracking to track only one hand side and mirror to the other side. For example I want to mirror the right hand side so I tracked only right hand side and copy transform rotation & position value of right hand side to the left hand side to make it mirror. Is this possible? or Anyone have any suggestion? Please help420Views0likes0CommentsWhich 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?589Views0likes0Comments[MovementSDK + Unity + Oculus Quest Pro] Integration with Third Party Avatar Model
Hi. I work on a VR character for Oculus Quest Pro. I use my own character model and I want to integrate it with the MovementSDK. My setup is built based on the "MovementRetargeting" scene. It works ok, but the quality isn't that great. The neck of my character is extruded back. I tried to fix that by adding additional bone into "adjustments" in the Drive Third Party component, but it didn't help. The neck is always distorted. Any suggestions on how to fix that? Is there something I am missing? I have skin weights set to unlimited in unity build settings.1.2KViews1like1CommentHow to connect a Wrist UI to a Meta Avatar?
I have a wrist UI right now connected to LeftHandAnchor. Unfortunately with this, I have to give fixed offsets and sizes. How can I connect this to the Meta Avatar in a way, that I can put it above the skin of the wrist, like a smart watch and even size it according to the wrist diameter?785Views0likes0CommentsMeta Movement SDK - I can't use button panel to change scene
Hi there! I'm currently testing the Meta Movement SDK on the Quest Pro. I used the samples scenes with a panel button to change between scenes, added them all on the build. First it worked well, but now I can't click on the different buttons on the right panel anymore. Tried to remove et reinstall the SDK on my project to have the scene untouched, but it still doesn't work. Do you guys have any idea of what I maybe have modified that can't make that stop working?577Views0likes0CommentsUnexpected Behaviour: Face/Eye Tracking is now allowed. Please enable it in the Oculus App.
In the Meta Movement SDK for OpenXR documentation, several OpenXR extensions are detailed that can be used to enable runtime features over Oculus Link. Two of these are the Face and Eye Tracking extensions detailed here: https://developer.oculus.com/documentation/native/android/move-face-tracking/ and here: Eye Tracking in Movement SDK for OpenXR: Native | Oculus Developers Both documents state that the user will get an error if they attempt to run the extension on a platform where it isn't supported, but when I run a PC app over link to access the face and eye data via runtime features, it provides the following errors: "Left eye tracking is not allowed. Please enable it in the Oculus app." "Right eye tracking is not allowed. Please enable it in the Oculus app." "Face tracking is not allowed. Please enable it in the Oculus app." There is no option to enable any of these in the Oculus app for PC, although there is an option to enable Passthrough. Presumably it would be in that section (under Beta).3.2KViews3likes4CommentsOVRPlayerController does not move with OVRCameraPrefab in Unity
Hello, I am using Unity 2020 and Oculus Unity Integration SDK 33. I cannot get the OVRPlayerController to move with the OVRCamera prefab. I would like to know if this is even a possibility any more - the CharacterCameraConstraint script has been changed significantly. I have tried setting up the CharacterCameraConstraint, the SimpleCapsuleMovement, CapsuleCollider and RigidBody onto the OVRPlayerController and it still does not work. In the locomotion example scene the OVRPlayerController also does not follow the camera. I could not find any documentation for how room based locomotion is supposed to work. I know this worked fine with previous Oculus integrations. Has this feature been removed on purpose? If yes why? Kind regards, LordSlimeballSolved7.3KViews0likes6CommentsHead tracking movements Oculus Quest
Hello, I use Unity 2019.2.0f1 and Oculus Integration V 17.0 for Oculus Quest. I wanted to know if it is possible to detect the movement of the helmet in play? I created a game and when the player makes a head movement, I would like to receive if he made a movement. Is possible? thank you, cordially2KViews0likes5Commentsteleportation can't seems to work with OVR Player Controller and Character Controller
Hi2, I have a problem to get the OVR Player Controller and Character Controller to work with the Locomotion Controller. These are my setup. A normal setup where i follow the example I am able to get the player to move forward (with left Joystick). But I cannot teleport. But, I would like that the Player able to move forward as well as using the teleport function. Therefore, I added the Locomotion Controller script; which I realize it requires a Capsule collider and as well as Simple Capsule with stick movement. and connected both the LocomotionController script. However, comes a new problem. Whenever I teleport around, I always "fall off the ground". If I disable the "Capsule collider" component, I can move around without "fall off the ground" but cannot teleport. But, if i disable the "CharacterController" and "OVR Player Controller" scripts; i cannot move, but able to teleport without "falling off the ground". Can anyone be so kind to point me how to get the Player to have normal movement and teleport..? Thank you very much for your help. I really appreciate it.4KViews0likes5Comments