Meta Quest 2 Controllers Acceleration
Hello, I'm trying to access linear and angular acceleration of Meta Quest 2 controllers. Here's the code I'm using: OVRInput.GetLocalControllerAcceleration(OVRInput.Controller.RTouch); It always returns vector with all components set to 0 for both controllers. The velocity/position works well. I'm using Oculus Integration package v47.0 and Unity 2021.3.17f1.2.7KViews2likes3CommentsWhich 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?596Views0likes0CommentsOVR UI Helpers - Raycast LaserPointer and cursor not displayed in Quest build from Unity 2019.3.0f1
Hi all, really hoping someone might have experienced this same problem and found a fix, as it's really frustrating to not understand WHY this is happening. I'm Using Oculus Link and Unity to iteratively develop and test (using the play button in unity, which automatically plays on the USB connected Quest). I'm following the guidance for using UI helpers on a canvas object and have had no problems with being able to interact with all aspects of my UI using the touchcontrollers and the included raycast and linerender "Laser Pointer" script. The problem i'm having is when i come to do a build. Everything builds fine, with no errors but when I play it on the quest, the laser pointer/ line renderer not only doesnt show up it doesnt give me any interation with the UI when running on the Quest. Even stranger is the fact that when I plug my Quest back into the PC and start developing again in Unity, the problem then appears there. None of the UI interaction is working and the line renderer doesnt show up !? The only way to get the functionality back is to exit Unity and reload the scene. Everything then goes back to normal.... until I do a build again!? This may well be a Unity issue, I'll be asking kindly on their forums too, but would appreacite any advice or if anyone else has experienced these kinds of UI interaction problems with a Quest Build? Thanks in Advnace Andi7.9KViews0likes5CommentsOVRInput.Get problem with Button One always returning false (Unity 2019.3, OVRPlugin 1.44.0)
Hello, I'm using ALVR to connect Quest to my PC. I have a problem when developing anything with my Oculus Quest in Unity. I found that button One on each controller doesn't seem to work when playing in Unity. When I write: Debug.Log(OVRInput.Get(OVRInput.Button.Any)); it only prints true when pressing anything except button A and X on controllers. Do you guys have any fix that? Thanks671Views0likes0CommentsOculus Quest OVRInput - no stable reaction on Thumb or Index Trigger
Code below: I want to use the position of the joystick or secondaryindextrigger. To check its value i placed it in a Text field of a canvas. But the value is always Zero. Only very seldom it is functioning an the value from 0 to 1 is showing up for the e.g. the index.trigger. If i use the buttons, all is ok. I tried to make a little wait for 1 sec after the command... no influence. (just to make clear: The OvrCameraRig, OvrInputModule, OVRGazePointer, Canvas with OvrRaycaster all is used). public class ovrInputTest : MonoBehaviour { public Text text; void Update() { text.text = "Hand" + OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger).ToString(); } Thanks for Help... yours Marc521Views0likes0CommentsHow Can I GetDown RIndexTrigger On Oculus Quest?
Hello~ XD I want to use Trigger Button On Oculus Quest Controller! but I dont know use button Trigger Aation. I used Anything OVRInput API. ex) - OVRInput.GetDown(OVRInput.RawButton.LIndexTrigger) - OVRInput.GetDown(OVRInput.RawButton.RIndexTrigger) - OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger) - OVRInput.GetDown(OVRInput.Button.SecondaryIndexTriger) ... etc Can I share TriggerAction On Quest? Thank you everything.2.3KViews0likes3CommentsOVRInput.GetConnectedControllers() returns RTrackedRemote, while only RTouch controller is connected
I'm developing an application for the Oculus Quest with Unity 2018.4.2f1, and OVRInput was working just fine reading controller inputs from the Quest's Touch controllers. Then all of the sudden, with no obvious cause, OVRInput.Get() and OVRInput.GetDown() stopped behaving correctly, messing up my control scheme. For example, OVRInput.Get(OVRInput.Button.One), OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger), and OVRInput.Get(OVRInput.Button.PrimaryHandTrigger) all have the expected behavior - returning true whenever the A button, index trigger, and hand trigger are currently being pressed, respectively. However, OVRInput.Get(OVRInput.Button.Two) no longer responds correctly - instead of being true whenever the button is depressed and false otherwise, pressing the button once sets the value to true permanently. OVRInput.Axis2D.PrimaryThumbstick no longer gives any data. Digging into it a little more, it seems that my Oculus Touch controller is being confused for an Oculus Go controller. I have one controller connected currently - the right Oculus Touch controller, which shows up fine in the headset menus, but when I check the value of both OVRInput.GetActiveController(), and OVRInput.GetConnectedControllers() within my Unity app, both return RTrackedRemote, instead of RTouch, which is the only controller connected to the headset. Additionally, attaching a OVRControllerPrefab to the RightControllerAnchor of my OVRCameraRig causes my controller to appear as an Oculus Go model within VR (it previously correctly appeared as an Oculus Touch model). I've tried a couple of workarounds so far, including using the UnityEngine.Input rather than OVRInput, using the raw input mappings for the Touch controller, manually setting the ActiveController in OVRInput to RTouch, or overwriting the input mappings within the RTrackedRemote section of OVRInput to match those of RTouch, but none have worked so far. Has anyone encountered an issue like this before? Are there any workarounds/solutions I should try?2.5KViews0likes2Comments[Unity] Reproducing controller system from main Oculus menu
Hi, In the Oculus quest's menu any button triggered switch the main active controller (Left or Right). I would like to implement the same system in my Unity application. I've tried to use OVRInput.GetConnectedControllers() and OVRInput.GetActiveController() but both returned "Touch" value. Nevertheless, I have set each Controller prefab's OVRTrackedRemote script to LTouch and RTouch, I would expect those method to return at least one of those value. I've also tried OVRPlugin.GetDominantHand() and the result was always the right hand. Did anyone here managed to reproduce in Unity how the controllers work in the Oculus menu ? Thanks in advance.586Views0likes0Comments