How to snap object with OVR Grabbable?
Hello! I've managed to successfully set up grabbing with Grabber but now I would like to go a step further and only allow grabbing at a specific point. In my case, I am trying to pickup a sword only by the handle, and make sure it always faces the correct orientation. I've looked through the documentation for Grabber/Grabbable but I can't seem to find what I need to execute this. Thank you for the help!18KViews0likes15CommentsOculus Touch quick start guide - plus free skinned hand models
Hey, so you just got Touch? Fantastic. I thought I'd make a quick list of points to help you get going with Unity integration. This might be obvious stuff to others but I thought with the number of additional devs receiving Touch kits and Oculus continuing to hand them out this might benefit some. And Cyber [or anyone else], please correct me if I'm wrong about the following stuff: 1.First up, grab the latest Oculus Unity Utilities and Touch integration. This stuff is still evolving so to avoid errors and snags, make sure you're up to date. See the ReadMe file in the OvrTouch folder for these points and more info. 2.In your project, once the Touch sample package is imported, bring in the Touch prefabs and connect up the right and left hand anchors. You can find the prefabs in the OvrTouch/Content/Hands/ folder. Select the prefabs one at a time and drag the appropriate HandAnchor transform to the Touch Anchor field on the prefab. 3. To prevent odd movement glitches and update issues, it's recommended that you parent the hand prefabs into the PlayerController hierarchy, preferably under the camera coordinate space. Under the TrackingSpace node seems to work well for me. 4. Set: Edit->Project Settings->Time->Fixed Timestep = 0.01111111 to reduce judder and hand tracking latency. 5. Don't forget to try the sample scenes in the OvrTouch/Content folder. OvrTouchDemo and TapeMeasure in particular for a taste of the haptics capability. 6. Now to the fun stuff. I think Oculus prefer that we not use the blue sample hands in projects we distribute or show to others. I skinned up a pair of replacement hands you're welcome to use if you like. They're a bit higher resolution than the samples [and let's face it they're a pair of white male hands which may not suit you or your project!] but you can at least get going with them if you want to move away from the blue ones. They look like this: Get them from my dropbox here: https://www.dropbox.com/s/v71kr0p5ooaxvhz/HumanHands.zip?dl=0 In the zip file you should find the following items: r_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this l_hand_skeletal.fbx <-- replace the identical item in your OvrTouch/Content/Hands/Models/ folder with this humanHand_3D_COLOR.jpg <-- put this wherever you prefer to keep textures humanHand_3D_NRM.jpg <-- put this wherever you prefer to keep textures humanHandSkin.mat <-- put this wherever you prefer to keep materials These hands come from a blender model created by SuperDasil: http://www.blendswap.com/blends/view/81285 licensed under the Creative Commons. I have remodeled them a bit to match the Oculus touch sample joint proportions and capped the ends to be a little more pleasing to the eye. Should updated Oculus Touch samples come along with significant changes I can update these to match. 7. Finally you'll want to grab things in your own project huh. Items you wish to interact with need to be rigidBody physics objects which means you'll want to setup the usual components required for that. This may also mean you need to set up colliders etc so your objects don't fall through the floor when you put them down [or throw them for fun]. Simply add the supplied Grabbable.cs script [OvrTouch/Script/Hands/] to your object and you should be good to go. That should get you up and running. If anyone else has useful info to share please do, the more the merrier. -julian12KViews0likes15CommentsGet controller battery level for Oculus Rift S in .NET
Hello, I'm trying to retrieve the controller battery level of my Rift S stations to be displayed in an aggregated dashboard for easy monitoring. I tried using the C++ library and create a wrapper around it to use in my project, but I can't find any references to a battery level method. Is there another way to achieve that? Or any pointers (huhu) on how to achieve this with the native C++ SDK? Thanks in advance!1.1KViews0likes1CommentTouch controllers stuck in Oculus software. Can't remove
Hi, I'm troubleshooting an avatar issue, and I figured I should try and reinstall oculus software and remove and reset the Rift S. However, there are two faulty "Right touch" controllers still there I can't remove. They have corrupt serial numbers: ��Rl� How can I get rid of them?513Views0likes0CommentsGet haptic values of oculus touch in real time
Hello everybody, I have to know when the oculus touches are having haptic feedbacks and in which amplitude, but I don't find how. I looked for any kind of function or event in the PC documentation and don't find anything usefull. Someone have any idea about how to get these information in real time ? I would be grateful !677Views0likes1CommentOculus Touch with OVRAvatar on and off bug
Hi, i have a problem with Oculus OVRAvatar and the oculus touch in Unity. The hand trigger (the one one the handler) dosn't work some time. This problem is new and is present on all pc in my laboratory. To be more specific. When I press play on my unity project, everythings works fine. when I restart the game, all button works except for the hand trigger, wich does nothing. When I start the Oculus first touch and then I start my game, everythng works every time. Is there a known problem for that? Thank you!602Views0likes1CommentCan't connect Touch Controllers
I've recently received a pair of Touch controllers, but I cannot get them to connect to my PC. Initially both handsets appeared in the drop down 'Configure Rift' list under settings. However, neither handset synced and after resetting, there is no option in the list to connect either. I have made sure that I am up to date on the Oculus software, I've ran the OR setup from scratch and also reinstalled the Oculus drivers, but none have worked. I am also using the sensor that came with the handsets and not with the Rift headset, which is a release kit. I have tried it both with and without the original tracker connected as well. Lastly, Head tracking, the XB1 pad and the OR Remote have all connected correctly. Does anyone have any idea on what else I can try?2.1KViews0likes4CommentsApplying for Oculus Touch Dev Kit
We would love to start implementing Oculus Touch for our VR Desktop application "Hexkraft Haus" as the Leap Motion/Vive controllers simply do not feel like your hands touching screens and buttons. How can we apply for a dev kit? Please check out https://www.youtube.com/watch?v=LEw3Vfx9B38 and www.hexkraft.com for additional information. Appreciate any feedback:)1.5KViews0likes4Comments