Pointer Pose issue after update to Meta SDK V66 in Unity
In Unity, I've been using OVRHand.PointerPose.position to get the pointer pose position. In V65, it works as expected and gives the correct position. I recently updated to V66 and noticed that this position is now completely wrong. There is a significant offset to the generated pointer pose gameobject. I found this by turning the pointer pose's hide flags to none. As you can see in the above image, the pointer pose is somewhere else. The prefab used is OVRCameraRigInteraction and is directly dragged and dropped from Meta SDK package with no changes. Any advice on how to fix this?1.1KViews1like2CommentsUnity, OVR hand pointer laser beam issue
Hi, I have an issue with the laser pointer setup (line renderer). Its pointing by default to world 0,0,0. Only by using the secondary hand trigger, the beam is pointig forward. I dont know if its supposed to be like this, but I want it always pointing forward (Z). my setup (Oculus Integration 17.0): - OVRCameraRig (with OVR Physics Raycaster) - parented "CustomHandLeft" and "CustomHandRight" prefabs under the Left- and RightHandAnchor - UI Helpers prefab. In OVR Input Module I defined "RightHandAnchor" as RayTransform - my Canvas has OVR Raycaster with "RightHandAnchor" defined as pointer I cant find out why the "secondary hand trigger" should change the pointer direction, also I dont know where this behaviour is defined. I supposed the "LaserPointer" is script doing this by defining the 2 positions of the line renderer...1.4KViews0likes0CommentsCustom 360 VR video player with menu - help with some basic questions
Using Unity, I've built a video player with a 360 and set up some pointers. I want to use a map of the property as a UI for the user to jump to specific points (on the property and in the video timeline). I'm not sure if this should be a canvas or sprites. Also not sure if I should be using a canvas pointer or physics pointer. I'm not looking for a solution, just to be pointed in the right direction. 1. Should I be using Canvas or Sprites (or something else, I am very new at this) for my map-based UI? 2. Depending on the answer to 1, should I use a canvas or physics pointer to interact with the map? 3. We will be installing the app directly on the Quest. I would like to load the video file from the device sdcard. I haven't had any success with the methods I've tried. This seems like it should be really straightforward, so any tutorials or direction is appreciated. I really appreciate any direction provided. I'm happy to provide more information, if that's helpful. There really isn't that much to it.566Views0likes0Commentspointer smoothing
In one of our apps, we implemented a pointer interaction. I tried to align it as closely as possible with the pointer that comes out of your hand in the dash menu, and I noticed that some sort of smoothing or predictive movement is applied to the pointer's movement (the application pointer was much more shaky when the 2 pointers were displayed on top of each other). Any idea on how to implement such smoothing? From some platelets we did, it would really help players to confidently select stuff with the pointer. TX866Views0likes2CommentsHow to access scrollview in VR?
I'm currently using SteamVR_Laserpointer script (included in Steamvr plugin) to interact with UI elements by adding colliders to them. But when I tried to interact with a scrollview nothing happens. I want to implement a scrollview in VR. Please help me with this issue.932Views0likes0Comments