XR Interaction Toolkit Locomotion Up and Down
Hello, I am trying to implement a 3D Movement (Forward/Backward, Turn left/right, Up/Down)with XR Interaction Toolkit. For Forward and Backward and Turning around, it works easy with XRI Default Input Actions. But the Up/Down Movement doesn't work. Does anybody has a solution? Actually I setup my aircraft, for Left Controller Joy Stick (Up/Down Movement) for Forward/backward and Right Controller Joy Stick (Left/Right Movement) for turning around. I want to setup for Right Controller Joy Stick (Up/Down Movement) for Up/Down in the 3D area. In the Continuous Move Provider script, I tried to change the Forward Source other than main Camera but the Transform remains always the same. Thanks in Advance!2.2KViews1like2CommentsPassthrough with XR Toolkit
I want to create a quest application with XR Toolkit and OVR Passthrough. I think I setup the project correctly, the oculus example works fine and also I can put the OVRRig inside my scene. But if I use a XRRig instead of an OVR Camera rig, the scene environment is black. XR Interaction tookit 2.0.4 Oculus integration 0.465KViews1like4CommentsXR Controller (Action-Based) not tracking When "Oculus" Plug-in Provider enabled
I need to enable the following "Oculus" Plug-in Provider in order to use the Avatars SDK and use Meta's avatars: But I'm also trying to use the XR Interaction Toolkit because I find it better than the Oculus Interaction SDK and I want to make it easier to support other headsets in the future. I can get Device Based XR Controllers to work fine but Action-Based Controllers aren't tracked unless I use the OpenXR option above, but that causes the Meta Avatars to not work. It's recommended to use Action-Based so I don't want to put Device-Based Controllers in. Does anyone know if it's possible and what steps to take to use XR Interaction Toolkit Action-Based Controllers and still have Meta Avatars work?1.3KViews0likes0CommentsWalking through walls in VR with Oculus Integration Package and XR Toolkit combination setup
Hello all, I am trying to use a combination of the XR Ray Interactor to interact with UI and the Oculus Custom hands to grab objects.. When I use the XROrigin with ray interactor and XR Grab Interactable I am to view the ray as well as grab objects (very laggy/glitchy though).. One major issue with the XROrigin setup is that they movement in VR is passing thorough the environments walls and objects.. I have tried applying Physics by adding Rigidbody components but it isn't very smooth and it is slightly uncomfortable when viewing in the headset.. So I am trying to use the OVRPlayerController with OVRGrab functionality as well as the XR Ray Interactor but the rays don't show up. I am not sure If I am missing anything.. any help on this would be very much appreciated... Thanks in Advance Platform: Android Unity version: 2020.3.27f1 XR Toolkit Version: 2.0.1 Oculus Integration Package version: 37.01.3KViews0likes0Comments