Hi, I use One Grab Rotate Transformer for joystick which give a boost to
she ship and when is rotate and give boosted to ship and i ungrab
joystick, after grab it again I cant rotate him anymore. What should I
Hello,I'm trying to get the poke interactor to only poke buttons when
pointer finger is extended (otherwise I have lots of accidental pokes).
I'm using the CustomHandLeft and CustomHandRight prefabs. I did a little
workaround with a script that turns...
I'm trying to recreate the "attach socket" (XRSocketInteractor) from
Unity's XR Interaction Toolkit. Has anyone had any success? I've read
through the documentation but can't come up with a simple way to do
this. I've even tried writing my own script...
I just updated from v40 to v42 of the interaction SDK, and noticed that
hover events no longer work as expected. Instead, when an object is
grabbed, a hover event is triggered followed by a select event in the
next frame. This prevents any custom hov...
Hi,I've installed the new Oculus Integration asset from the asset store
(V42) to try the new hands interaction 2. I set up my XR Plug-in
management to Oculus (both on Windows and Android)Yet, when I run (in
the editor) one of the Interaction example ...
Issue: While using both Meta Avatars and Hand Interaction SDK, my
fingers don't align in certain positions.Pressing a button on a canvas
with only the Meta Avatars hands visible is inaccurate and leads to
misses or accidental button clicks. I underst...
I was playing around with the Oculus Integration Package for Unity along
with Hand Tracking. I was wondering if it possible to have both Hand
Tracking and the Controller enabled during the execution of the project.
I was thinking of using hand tracki...
Hello all I've created a new scene, imported the interactables from the
basic grab scene and then brought in the OculusInteractionSampleRig
prefab, as the one included in the basic grab scenes seems to have
missing scripts.I am currently trying to cr...