Stack Overflow Forums » Oculus
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Stack Overflow Forums » Oculus
2d ago
could you please help me? I want to detect when an Oculus Quest 2 controller rotates around its axis towards the player by 30 degrees in 0.5 seconds. If the controller rotates in less time and by a smaller angle, it should not trigger.
As shown in the picture in the green rectangle.
I get controller rotation with
InputActionProperty _rightRotationAction;
InputActionProperty _leftRotationAction;
Thank you ..read more
Stack Overflow Forums » Oculus
2d ago
How can I make a meta avatar cast a shadow? I can't find this information anywhere. I am able to cast shadows on everything else in my VR project, except my own avatar.
I am using Meta XR All-in-One SDK
If it's not possible, is there an alternative solution? Thanks!
The avatar looks like this
It's weird because there's this ghost mesh that you can see selected, that if I make it visible by changing to some other material, it will cast a shadow, but the actual avatar won't. Furthermore, this ghost mesh that you can see selected doesn't do any gestures. It's like it's only used as a base for th ..read more
Stack Overflow Forums » Oculus
5d ago
I'm trying to use Android Studio's Native C++ proj to build a app in Meta Quest 3 to collect headset's accelerometer's x,y,z data, however, my code works properly, But in logcat, the Accelerometer's x, y and z data are always zeros no matter how I move the headset of meta quest 3.
I use the latest Oculus Mobile SDK's VrApi.h's function: const double predictedDisplayTime = vrapi_GetPredictedDisplayTime(mobile, 0); const ovrTracking2 tracking = vrapi_GetPredictedTracking2(mobile, predictedDisplayTime); float accX = tracking.HeadPose.LinearAcceleration.x; float accY = tracking.HeadPose.LinearAcce ..read more
Stack Overflow Forums » Oculus
1w ago
I am developing a VR application for Meta Quest using Unity. In this application, the user interacts using a controller, and the user's hand is visually represented in the virtual space.
Objective:
I want to cast a ray into the virtual space corresponding to the point touched by the hand on an object (hereafter referred to as the "panel") that has a RenderTexture showing part of the virtual space. For debugging purposes, a cube with scale (0.1, 0.1, 0.1) is displayed at the hit position for 0.1 seconds. Eventually, I plan to activate a particle system on the cube existing at the hit position ..read more
Stack Overflow Forums » Oculus
2w ago
I am encountering a problem with a RenderTexture that displays the perspective of other players on a panel in my Unity VR multiplayer project. The feature is implemented such that when the panel is touched with the right hand, a ray is cast into the virtual space corresponding to the touched position. However, the direction of the ray deviates from the touch position, causing it to not work as intended.
Environment:
Device: Meta Quest 3 No hand tracking, using a controller Hand is displayed in the virtual environment Goal: I want to accurately hit targets in the virtual space by casting rays c ..read more
Stack Overflow Forums » Oculus
2w ago
I am developing a three.js application and It gives errors when I access it through the Oculus browser. To debug I am using console.log(""), But I don't know how to access that panel in the Oculus browser. I am using Linux for development. How can I access the logs ..read more
Stack Overflow Forums » Oculus
2w ago
When using the editor on my oculus quest 3 I can save spatial anchors locally and on cloud, but when I make Apk build and run it on the oculus I always getting fail in result
using method (OVRSpatialAnchor.Save()) or (OVRSpatialAnchor.SaveAsync()) and it Give me OVRSpatialAnchors.OperationResult => Failure when using OVRSpatialAnchor.SaveAsync(IEnumerable<OVRSpatialAnchor> anchors, SaveOptions saveOptions) I am using unity editor 2023 and (Meta XR ALl in one SDK v62) and here my SpatialAnchorManager code:
private void CreateAnchor()
{
var createdAnchor = Instantiate(a ..read more
Stack Overflow Forums » Oculus
1M ago
i have a c# script that generates multiple objects and controls their positions based on some custom physics
i want the generated objects to be intractable in the oculus headset using the controller, i want the user to be able to grab the object and play with it. also i want to detect when multiple objects are grabbed and track the positions of the objects.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
class Node
{
public float x;
public float y;
public float z;
public float mass = 1;
public float spring_constant = 1;
public Node[] con ..read more
Stack Overflow Forums » Oculus
1M ago
Summary I wrote a simple Class (InteractableObject) to help highlight when my hand is interacting with an object. What is a performant and Idiomatic way to script this interaction?
I'm using the latest version 63 of both "meta all in one sdk" and Interaction SDK"
https://assetstore.unity.com/packages/tools/integration/meta-xr-all-in-one-sdk-269657 https://assetstore.unity.com/packages/tools/integration/meta-xr-interaction-sdk-264559
Here is some loose pseudocode to help describe what I"m trying to do.
using UnityEngine;
public class InteractableObject : MonoBehaviour
{
public bool highli ..read more
Stack Overflow Forums » Oculus
1M ago
We have an app that works fine on quest 2. On quest 3 we have sync issues. The feature is recording audio along with existing audio (and it syncs it that playback plays back same as recording)
what could be different about quest 3 in this regard?
Thank for any clue , cheers ..read more