Hand Tracking menu ruins game play
The first thing people do with hand tracking is look at their hands. The second thing they do is touch their fingers. Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key. I encourage players to see/feel their hands in the experience because it is so much more enjoyable and immersive. Literally the entire point of mixed reality. This menu punishes all that fun with a distracting, overly sensitive button that apparently cannot be disabled. But can it be delayed? Ideally, the icon would not appear until after touching (and holding) thumb/finger together for 2 seconds, then become active (similar to holding controller's menu button down to reset view). I understand Quest "needs" an escape gesture, but not if it constantly interrupts everything. Anyone else dealing with this? Found another solution or workaround?2.1KViews5likes6CommentsFPS is gradually decreasing on Quest 2
I'm working on a multiplayer vr app for quest 2. There is a starting scene and a common room scene where all players join. Movement around the stage is carried out using teleportation. The player is represented by XR Origin component with XR Controller components. I noticed that after some time in the application, FPS drops. After about 10-15 minutes, FPS drops from original 72 to 45 - 50, and is no longer restored. Even going to the starting scene does not help, and only restarting the application helps to return the fps to the original 72. Running the app in host mode doesn't help either. The profiler shows that the resource consumption of the EarlyUpdate.XRUpdate method is increasing more and more, but I can not understand what this is connected with. I would really appreciate your help in solving this problem! Unity version: 2021.2.6.f1 Oculus XR Plugin: 1.11.3 XR Plugin Management: 4.2.11.4KViews2likes1CommentXR 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!2.3KViews1like2CommentsAnnouncing the XR Accessibility Project on Github
Hi Oculus developers. The XR Access Initiative and XR Association have created a new resource for XR developers: the XR Accessibility Project! This Github repository is intended as a place for developers to find helpful guidelines and code snippets to create accessible XR applications. We're hoping that the XR Accessibility Project is able to grow over time, as more developers utilize it and submit the resources they use. We encourage you to take a look, and if you think of something that would be useful for other developers, submit it using the contribution form. You can also submit other comments by creating an issue on Github. We know it's hard enough to develop for XR platforms, let alone to do so accessibly; but we hope this resource will help make sure everyone, regardless of ability, can enjoy the great applications you're making. Best, Dylan Fox Coordination and Engagement Team Lead, XR Access2.5KViews1like2CommentsHow to achieve movement like "flying" in VR
Hi everyone, I have a question about the "continuous move" from the latest XR Interaction toolkit. I would like to use it in zero gravity and it works fine, but i can only move on the horizontal axis. Is there a way to add vertical movement as well? I basically want to achieve "flying", where the direction of flight is where the eyes of the headset are pointing. Or is there maybe a better way to achieve this without the XR interaction toolkit?3.1KViews1like3CommentsHow to disable Quest recentering in Unity XR 2019.3?
Previously we could just call `ovrp_SetReorientHMDOnControllerRecenter(false);`, and set the tracking level to stage, but using the XR Plugin workflow, it looks like even though this method returns true, it's not honored, and the recenter will still teleport you manually. The comments layout why you would want to disable it: > /// If true, the Reset View in the universal menu will cause the pose to be reset. This should generally be > /// enabled for applications with a stationary position in the virtual world and will allow the View Reset > /// command to place the person back to a predefined location (such as a cockpit seat). > /// Set this to false if you have a locomotion system because resetting the view would effectively teleport > /// the player to potentially invalid locations. Also, `ovrp_GetAppShouldRecenter()` seems to always return false, even during a recentering operation. So I have no idea why AllowRecenter used to work on the Quest, but the calls appear to not be working now, in 2019.3. So, in 2019.3, using the new XR Plugin system -- how can I disable location recentering, so that the player can't use it to teleport behind walls, etc.?7.7KViews1like5Commentswindow.requestAnimationFrame not working in newest 33.3 Meta browser in WebXR mode
I used window.requestAnimationFrame inside a WebXR app, which previously work fine in the Meta Browser, but it seems automatically update to 33.3 on June 3rd, and now this function only works when I press the Meta button to pop up the browser but not work at all when I hide the browser and enter the XR mode. Any helps? Maybe I need to change the function? But I don't see an alternative to count frames accurately. Basically I want to have a timeManager that supervise the timing of different assets in the app.959Views1like2Comments