Interaction SDK for Unreal Engine
It's a simple question, in the IsdkSamplePawn, in the EventGrapth, when I add an Enhanced Input Action (for example IA_AButton_Down) , when I press the A button nothing happens. What I need is to listing the inputs from the hands or controllers so I can call actions for them ( for example I can build a Teleport sistem taken from the UE Vr Template ). Thanks.Solved119Views0likes1CommentTeleportation area doesn't work
Hi, I have issue when intending to teleport to some area in the Viking Village scene, the structure of the scene is like. I got issues when intending to teleport to terrains. It just didn't allow me to teleport to terrains even if I add teleportation area to "terrains". Could anyone offer some hints on what causes this problem?Solved876Views0likes1CommentAlternating 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!999Views0likes1CommentInteraction SDK Teleport change trigger mapping.
I am trying to change the controller mapping for Teleport using Meta Interaction SDK Locomotion. I can see its set in Joystick Axis 2D Active State in the Selector and TeleportActiveState. But I would like to use buttons 2 and 4 to trigger Teleport. I used OVRButtonActiveState instead of the Axis2DActiveState scripts. But the Arc don't render. Has someone been able to change the teleport button to something else? Having it in the joystick creates a lot of undesired teleport actions and users are complaining a lot about it.Solved2.2KViews0likes4CommentsTeleport with hand tracking
Hello! I am working on a VR project. I have been able to put the hand tracking and it works fine but the issue is that I can't move and I need the teleport and I don't know how to activate it or if I have to create my own script. Thanks for your help!1.1KViews2likes0CommentsHow to teleport using hand tracking in Unity
Hello everyone. I am a new developer using Oculus with Unity and I am trying to use hand tracking on my application, but I can't find any resources about how to create a teleport system using just hand tracking. Do you know where I can learn how to do it?1.2KViews1like1CommentBest way to implement teleport when using hand tracking?
I'm looking around for a decent way to implement teleportation while using hand tracking. The only tutorial I have found so far is THIS However, it uses two buttons placed on the wrist which is quite cumbersome. I'm planning to implement my own version using gesture recognition in the same way it was programmed by Spatial (check HERE). Before diving into this challenge, I was wondering if anybody found a good tutorial or a ready-to-use component that would save me some time. Thanks!4.3KViews3likes4CommentsTeleport Glitch in Oculus "Locomotion" Unity Scene file
While using the Oculus Go on a build of the "Locomotion" scene from the Oculus Integration package, I notice that the "teleport" function will occasionally cause a glitch where I "skip" between teleport portal nodes and end up flown into a different location. When I tried importing the Locomotion package into another scene file with a completely different environment (and with additional teleport nodes and locations duplicated around my environment) I notice that this glitch will occasionally appear again (often times it happens at least 2 out of 6 teleports) and will cause my player character to be "stuck" in its location. I recreated the NavMesh as well and it still happens. Has anyone noticed this glitch? Is this more or less normal for the Oculus Go? Tagged:3KViews1like4CommentsForcing Orientation After Teleport
Hello, I'm building a Scene in Unity (2019.4), using Oculus Integration v23.1.0. I have a set of teleport destinations, and I'd like to customize the orientation of the user after teleporting to any of these points so they'll be facing a certain direction (relative to the destination) upon landing. I've tried using the various Teleport Orientation Handlers (360, Thumbstick Head Relative, Thumbstick Forward Facing, etc.) and have tried rotating the actual TeleportDestination objects (as well as the Orientation child objects under them), but still can't seem to ensure that the user faces where I want them to after teleporting. I'd appreciate any suggestions! I feel like this must be something simple that I'm missing. Thank you.729Views0likes0Comments