oculus system keyboard not working using bluetooth keyboard
I try to develop application in quest 3 using unity engine, but when I use system keyboard in oculus it just work for virtual keyboard. When I click input field the virtual keyboard shows up, but when I try to type with my bluetooth keyboard that connected to my quest, it won't work for typing any more. any help?774Views2likes1CommentBug Report: Accumulation of Black Passthrough Quads due to OVRTrackedKeyboard
I'm using the Meta All-in-one SDK (v62), and there's a minor bug that is impacting the user experience. Whenever a keyboard is loaded, it creates a passthrough "Quad" with it. The problem arises when it creates a new "Quad" without destroying the existing one, leading to the scene accumulating numerous black passthrough Quads. You can easily reproduce it by toggling "KeyboardQueryFlags" between Local and Remote repeatedly. Its in OVRTrackedKeyboard.cs Script, function : LoadKeyboardMesh() variable : passthroughQuad_617Views0likes0CommentsXR Tracked Keyboard not being tracked in Unity Scene
Hi All, I was wondering if anyone has come across any similar issues with trying to integrate a tracked keyboard within their scenes. I am trying to connect the Logitech MX Mini Keys keyboard and have it appear in my scene. I am using a Meta Quest Pro and Unity 2022.3.19f1. I have installed the Meta XR All in One SDK. I have followed the steps outlined here Integrate OVRTrackedKeyboard Prefab: Unity | Oculus Developers I have run into a few issues, and understand from Meta that passthrough hands are unavailable during debugging. My keyboard does not seem to appear but only sometimes as a black rectangle that cannot be moved and I keep getting the following warning symbols "local dimming feature is not supported" "d3d11: Creating a default shader resource view with dxgi-fmt=98 for a texture that uses dxgi-fmt=99" "[OVRPlugin] XR_PASSTHROUGH_LAYER_PURPOSE_TRACKED_KEYBOARD_HANDS_FB is not yet supported on windows (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:959)" "[OVRPlugin] Failed to create a passthrough layer with error -1 (arvr\projects\integrations\OVRPlugin\Src\Util\InsightMrManager.cpp:220)" "Invalid state passed into TrackedKeyboardVisibilityChanged ErrorExtensionFailed UnityEngine.Debug:LogWarning (object) OVRTrackedKeyboardHands:TrackedKeyboardVisibilityChanged (OVRTrackedKeyboard/TrackedKeyboardVisibilityChangedEvent) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Scripts/OVRTrackedKeyboard/OVRTrackedKeyboardHands.cs:528)" "d3d11: failed to create 2D texture shader resource view id=1930 [D3D error was 80070057]" I have tried to redo the whole thing in case I missed a step. I have also tried not having passthrough enabled but that throws other errors. I had to add a Surface projected Pt Plane for the passthrough object to stop throwing errors. I followed this tutorial for this Surface Projected Passthrough Tutorial: Unity | Oculus Developers I am finding it hard to try and troubleshoot this issue as everytime I add print statements in the code, when it refreshes, it redownloads metas original code so I am unable to modify it. I was wondering if anyone had any similar issues or any advice on how to tackle this. I have tried to publish my app so i can see if the issue is simply fixed by deploying it but that can take up to a week for it to be approved. So in the mean time if anyone has any ideas on how to go about this, i will be very grateful. I am willing to try anything at this point :))770Views1like0Comments[Feature Request] Integrate Tracked Keyboard with Meta Remote Desktop
I've been experimenting with Tracked Keyboard (Logitech MX Keys Mini) and Workrooms recently and have noticed a few UX/usability issues. The tracked keyboard communicates directly with the Quest, which makes perfect sense if you plan to use it as a direct input while using the Quest. However in Workrooms, when you bring your PC (or Mac in my case) in to the workroom, the keyboard does not control the PC. This is a major source of friction from a usability/UX perspective. A possible solution, and hence the feature request, would be to integrate the tracked keyboard with Meta's Remote Desktop app as the intention in this scenario is to control and directly input in to the PC. This way the user sees the keyboard (passthrough), the keystrokes are inputted directly to the PC, and Remote Desktop can pass keyboard events, positioning, etc. to the Quest. It does throw up the issue of two modes of Tracked Keyboard (one directly to Quest, the other to Remote Desktop), however cognitively this is easier for a user to manage than having two separate keyboards on the same desk (one for the Quest another for the PC), or to have the disconnect that the Tracked Keyboard doesn't directly control the applications on the PC that are brought in to Workrooms. I hope this helps. rgds Dave2.3KViews2likes3CommentsCustomized Tracked Keyboard
Hello All, I frequently use the Quest 2 for productivity, and while the black-and-white passthrough is just fine for keyboards, I would much prefer the tracked option. However - and I am sure I am not alone in this - I am an avid mechanical keyboard enthusiast, so none of the supported tracked keyboards are even close to what I am using. Are there any development resources available to create tracked keyboard packages for the Quest 2? I cannot find any reference material on the subject, only instructions for connecting supported keyboards. Thanks, Alex645Views4likes0CommentsTracked keyboard overlay misaligned and not moving with real keyboard
I'm playing around with the Tracked Keyboard example that comes with the SDK and I notice that the 3D model of the keyboard isn't aligned with the physical keyboard (this is very clear when using the key labels view). Furthermore, when moving the physical keyboard, the 3D model doesn't move accordingly and remains still. Is there a particular setting that needs to be enabled to get proper alignment and full tracking beside "tracking enabled" and "remote" in OVRTrackedKeyboard?1.1KViews1like1CommentTracked Keyboard SDK for UE5
Is there a way to get the Tracked Keyboard SDK working in Unreal Engine 5? I didn't know if there was an alpha or beta plugin available that I could try out with the Logitech K375s. If not is there a way I could extend the plugin in github and add this capability myself? I tried using passthrough by itself but its so blurry that it is not really suited to type a paragraph. The Keyboard SDK is perfect but I can only find Unity or Native examples.681Views0likes0Comments