03-04-2024 04:35 PM
So I just implemented hand tracking. It works as expected, good. However, as soon as I pick up one of my controllers hand tracking seems to be disabled on the other hand. This probably makes sense in most instances but I thought v62 supported the ability to use one controller and one hand. Does anyone know if it's possible, how I can address this?
Solved! Go to Solution.
03-08-2024 05:58 PM
oh wow sorry, I forgot where I was for a sec :).
I don't think there's anything exposed in the unreal SDK at the moment. You can call through to the openxr apis though: https://developer.oculus.com/documentation/native/android/native-multimodal/
03-08-2024 05:02 PM
You have to specifically enable 'multimodal'. It's not the default. Check out the docs (I'm assuming you're using Unity): https://developer.oculus.com/documentation/unity/unity-multimodal/#setup
03-08-2024 05:06 PM
I'm not using unity. This is the unreal subforum. I will look if unreal has this multimodal option
03-08-2024 05:58 PM
oh wow sorry, I forgot where I was for a sec :).
I don't think there's anything exposed in the unreal SDK at the moment. You can call through to the openxr apis though: https://developer.oculus.com/documentation/native/android/native-multimodal/
03-08-2024 06:14 PM
Thanks for your help 😄
03-10-2024 12:07 PM
I've been trying to figure out how to add/call openXR extensions through UE5.3 and I can't seem to find anything. If you know how or have any ideas please let me know.