How can I use OVRInput.GetLocalControllerAngularVelocity to affect a rigidbody.angularVelocity?
Hi all, I'm trying to affect a rigidbody's angular velocity (which is a Vector3) based on the current angular velocity of the touch controller. OVRInput has a GetLocalControllerAngularVelocity method but this returns a Quaternion and not a Vector3. If I get the Eular from the returned quaternion then it's a really high number (i'm guessing it's in degrees as well) which means the rotation is way too high when affecting the rigidbody's angular velocity. I've also tried converting the eular to radians but that doesn't seem to work correctly either. Does anyone know how you can get the angular velocity of the controller and apply it to a rigidbody's angular velocity?8.6KViews0likes16CommentsUI + Touch with Controllers
Hi All, I've gone through all the posts, and am trying to figure out if there is a built in pointer class similar to OVRGazePointer. I am able to get gaze pointer to work. I am also able to move OVRGazePointer references to a RHand controller, and use GazeIcon on a single hand. However, this does not facilitate switching to left hand. When using PrefabRuntimeController, and on OVRManager setting RenderModelSupport to Enabled, the controllers appear. I already have an OVRPointerVisualizer so the line is rendered for user with controllers. The problem is when looking at the GazePointer example, the event system is assigned a SINGLE cursor for the gaze icon. I suppose I can write a simple script on L/R triggers to switch the cursor from left to right hand, but I can't imagine this is not built into the SDK to be handled already, as I have seen other apps and both controller's have a GazeIcon (like Oculus Login / Home). I would like to avoid 3rd party assets, and am hoping somebody has figured out how to make a controller trigger mouse/pointer events which is already built like OVRManager > OVRInputModule > OVRGazePointer. I was hoping it would be OVRManager > OVRInputModule > OVRRuntimeController But all that does is enable a visual. Same with OVRManager > OVRInputModule > OVRRuntimeController Even with OVRPointerVisualizer ( which seems to just draw the line) it does not trigger pointer/touch events Any assistance would be greatly appreciated. -Ebones1.2KViews0likes1CommentFix for shaky/distorted objects in Right/LeftHandAnchor?
I'm no longer at the PC I use to develop, so I can't provide a picture of my problem. I'm using Unity 2017.4.0, or whatever the most current version is. So, I've had trouble getting items tracked by the touch controllers to display properly. Using the Unity Utilities 1.19, Oculus Platform SDK 1.19, and Avatar SDK 1.16, I am trying to display the avatar hands to in my scene. Everything works fine at first, but the avatar hands start to shake and become increasingly more shaky as the scene goes on; it almost looks like a mirage as it gets more distorted. It also does the same for child objects of the Left/RightHandAnchors of the OVRCameraRig prefab. For example, when attaching a cube to the RightHand, I'm able to move it around as normal using the controller. It looks like a normal cube at first, but then starts shaking and become more distorted and mirage-like. I have no idea what might cause this to happen, and I'm so close to having the TouchControllers set-up otherwise.6.8KViews0likes11CommentsQuest 2 controller 3d models? (Not the ones in .fbx)
I am a user who wants to make 3d printed Beat Saber handle. But I can never get Quest 2 controller's 3d model. The ones provided in Controller art, is weird. They stuck two controllers (L/R) and I can never separate them. People says I need Fusion 360 to open and separate .fbx files, but I don't want to spend that much money just to open .fbx file and separate them. (What the heck, the free personal Fusion 360 does not support .fbx files.) Any ideas?2KViews0likes1CommentOVRInput.GetDown() always returns false
OVRInput.Get() always returns false while OVRInput.GetDown() works correctly for buttons. Joystick values are correct. It happened in both Oculus Rift link+Unity editor and apk cases. I'm using Unity 2019.4.11 and Oculus Quest, and have tried both the legacy and new Unity XR SDKs, none of them works. Anyone any idea? Thanks in advance.699Views0likes0CommentsRemap Toush buttons/trigger to "Fire1"
Anyone know how to easy convert the touch trigger to "Fire1" (Left mouse button) Default in the SDK, button.ONE on the toush controller is lunching my projectile using old script with "Fire1" (Left mouse button) if (Input.GetButtonDown("Fire1")) { Is there an easy way to remap: "Button.One" = "Fire1 / LMB" to: "PrimaryindexTrigger" = "Fire1 / LMB" Could this be done in the OVRinput.cs skript without changing the "Fire1" script? / Best regards from the Dactyl Nightmare dev. Fredrik2.5KViews0likes3Comments