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New Participant
May 27, 2020

[Hand Tracking] New Oculus Start Button

Hello,

With the last update 17, i've noticed that there's now the start button showing within the left hand, like the right hand do with the oculus button.

I've also noticed that Waltz of The Wizards use this button to trigger a Menu Settings.

My question is : Which script is managing this new button ? I searched OVRHand.cs but didn't found anything. 
I also tried the OVRInput like i would do if i want to code the start button with the Touch Controller but it didn't seem to work.

I want to use this feauture to create a Menu for my game, but didn't find any documentation about it so far.

Do someone have found where he is generated in Unity and how we can customize it ?

Have a good day everyone

This topic has been closed for replies.

24 replies

New Participant
May 27, 2020
same issue here
Participant
June 21, 2020
Hi! Have you found a solution for this yet? According to the Oculus hand tracking documentation you can trigger it by checking for Button.Start... However, when I try to detect an input it doesn't do anything for me. 
Participant
July 23, 2020
Same here :( 
New Participant
September 23, 2020
var state = OVRPlugin.GetControllerState4((uint)OVRInput.Controller.Hands);
bool menu_gesture = (state.Buttons & (uint)OVRInput.RawButton.Start) > 0;


Participant
January 8, 2021

Fingerbob said:

var state = OVRPlugin.GetControllerState4((uint)OVRInput.Controller.Hands);
bool menu_gesture = (state.Buttons & (uint)OVRInput.RawButton.Start) > 0;





it doesn't work for me T_T

does anyone know another method?
June 14, 2021

Same issue here. Anyone solved it?

June 14, 2021

You can use the same OVRInput.Get* methods get the hand-tracking start button state. One issue is the detection of the gesture isn't 100%. Sometimes you'll have to do the Start gesture a couple times before the GetDown/GetUp events get triggered.

public class HandStartButton : MonoBehaviour
{
    // Update is called once per frame
    void Update()
    {
        if (OVRInput.GetDown(OVRInput.Button.Start, OVRInput.Controller.Hands)) {
            Debug.LogWarning("Hand-Tracking Start Button DOWN");
        }

        if (OVRInput.GetUp(OVRInput.Button.Start, OVRInput.Controller.Hands)) {
            Debug.LogWarning("Hand-Tracking Start Button UP");
        }
    }
}

 

December 8, 2021

 

public class HandStartButton : MonoBehaviour
{
    // Update is called once per frame
    void Update()
    {
        if (OVRInput.GetDown(OVRInput.Button.Start, OVRInput.Controller.Hands)) {
            Debug.LogWarning("Hand-Tracking Start Button DOWN");
        }

        if (OVRInput.GetUp(OVRInput.Button.Start, OVRInput.Controller.Hands)) {
            Debug.LogWarning("Hand-Tracking Start Button UP");
        }
    }
}

 


Reading the state of the hand tracking "start button" gesture does appear to be broken in Oculus Integration v35, using the OpenXR runtime.

Up and Coming
March 23, 2022

Hi there, do you know if this is still broken? I'm having the same issue with the hand tracking left hand start button pinch and hold gesture not working. I'm not getting any errors in logcat and have tried a couple different things. Thanks!

New Participant
November 10, 2021

Unfortunately, both approaches above didn't work for me (Oculus Integration 33.0), looks like something simple is missed.

New Participant
December 4, 2021

The above answers don't work for me either, were you able to find a solution for this?

New Participant
April 30, 2022

Looks like this is not working even in the sample scenes (version 38), which makes me think this might be due to some setting in the project that's causing it to break. But so far I haven't been able to find it.

Participant
May 29, 2022

Seems to be broken in v39 as well. Unity 2020.3.31f1 if that matters.