Somewhat unrelated question...how are you getting the Oculus Quest 2 controllers to work while you are in the "play" environment? Currently, I need to compile and debug in the headset.
Hmm interesting... Maybe you need to switch build settings to Android and specify your device as Oculus? I can't think of anything else that i do to get the Oculus to just work when I press play...
How do you manage to start the "game" right in unity? I have only found a way to export it aas apk and import it with the quest device manager. But i work on mac, maybe thats the problem?
If your controllers don't work when creating an XR Rig, watch my Get Started with Unity video or replace the controller component XR Controller (Action-based) with XR Controller (Device-based). Also make sure under Input, the Controller Node is set to the correct controller (Left Hand or Right Hand).
Question, I understand how rotating the hand works at 2:41 in the video. But if I rotate along the X axis, 50 degrees to put it in the correct position, the Red Line doesn't move with the rotation of the hand. I noticed that after playing the scene, under LeftHand Controller there is an "Original Attach" object. Rotating that corrects the line but only at that time. Setting reverts back after stopping the game. Any help would be appreciated. Loving the tutorials. I'm using a Valve Index.
Hey I need some help... I got the hands working and stuff but when I use the hands to grab an object, the animation gets stuck and won’t reset. tbh I can’t figure out how to fix it
I'm using the xr interaction toolkit 1.0.0-pre.6, I can't see that hand after I drag the prefab into 'Model Prefab', but if I directly drag that fbx into the slot, it works. Do you know why?
my hands wont take the rotation information from the prefab. it ignores it. testing on quest 1, needs rotational fix like yours. -1 scaling flip also not working.
Hey again, you need to put your prefab in another wrapper game object. XR Controller overwrites the rotation of the prefab so what I do is just make an empty game object, put my hand prefab inside that empty game object, make the newly created object a prefab and put that into the Model controller slot.
@@ProfitGoat Thank you so much! I should have thought of that, we had a similar setup in A-frame vr, with trackPos being a child of the position-altering object. Anyways, it works now. Thanks again!
Somewhat unrelated question...how are you getting the Oculus Quest 2 controllers to work while you are in the "play" environment? Currently, I need to compile and debug in the headset.
Hmm interesting... Maybe you need to switch build settings to Android and specify your device as Oculus? I can't think of anything else that i do to get the Oculus to just work when I press play...
How do you manage to start the "game" right in unity? I have only found a way to export it aas apk and import it with the quest device manager. But i work on mac, maybe thats the problem?
If your controllers don't work when creating an XR Rig, watch my Get Started with Unity video or replace the controller component XR Controller (Action-based) with XR Controller (Device-based). Also make sure under Input, the Controller Node is set to the correct controller (Left Hand or Right Hand).
Very good tutorial
Yo this will help me a lot in the near future! Keep those tutorials coming!!!
For sure! Thanks!
Awesome!
Thanks!
Question, I understand how rotating the hand works at 2:41 in the video. But if I rotate along the X axis, 50 degrees to put it in the correct position, the Red Line doesn't move with the rotation of the hand.
I noticed that after playing the scene, under LeftHand Controller there is an "Original Attach" object. Rotating that corrects the line but only at that time. Setting reverts back after stopping the game.
Any help would be appreciated. Loving the tutorials.
I'm using a Valve Index.
idk if its outdated now and thats why but my left hand when i add it was like 5 meters away from my actaul controller
Hey I need some help... I got the hands working and stuff but when I use the hands to grab an object, the animation gets stuck and won’t reset. tbh I can’t figure out how to fix it
You need to do more videos !!
I'm using the xr interaction toolkit 1.0.0-pre.6, I can't see that hand after I drag the prefab into 'Model Prefab', but if I directly drag that fbx into the slot, it works. Do you know why?
Well, I'm a dumb. I didn't set the position of the model correctly, which is far away from (0, 0, 0) XD
@@暮雨祈 Helped me out :)
how to lock a roation of an object
I cant edit anything in play mode.
Does this work with Oculus Rift/Rift S?
umm the room scale xr thing doesent show up in unity for me
Same
my hands wont take the rotation information from the prefab. it ignores it. testing on quest 1, needs rotational fix like yours. -1 scaling flip also not working.
Hey again, you need to put your prefab in another wrapper game object. XR Controller overwrites the rotation of the prefab so what I do is just make an empty game object, put my hand prefab inside that empty game object, make the newly created object a prefab and put that into the Model controller slot.
@@ProfitGoat Thank you so much! I should have thought of that, we had a similar setup in A-frame vr, with trackPos being a child of the position-altering object. Anyways, it works now. Thanks again!
@@tenzenin6301 You're welcome!
@@ProfitGoat Hey I have the same problem! and I'm following the tutorial to the T
Pls help
thank you!
I only get xr rig
You need to slow down
do it yourself via settings or pausing
when I compile the application it doesn't detect the controls