So far, Quest has been shipping with a custom Android openxr_loader. Now
that openxr_loader supports Android properly, I would love to know when,
or if Quest will support the official openxr_loader? Any news would be
great, as this would really help ...
This is when directly accessing the OpenXR hand tracking EXT in
StereoKit (not Unity). Quest 2 thumbs are about 90 degrees off from what
I expect to see from the OpenXR spec! It appears as though the thumb is
using +Y to face up from the back of the ...
I use joints plus joint radius to build pentagon tubes for the hand
mesh. It's fast, looks decent, is easy to work with, and is consistent
across platforms. It looks like the Oculus runtime is reporting joint
radius as half size or something. My fing...
So I've got code that uses the OpenXR hand tracking extension, and it
works perfectly with HoloLens 2 and the Leap Motion layer. On Quest, I
can see the extension, xrGetSystemProperties reports it as available, I
have the manifest settings configured...
I'm working on a Mixed Reality library called StereoKit, and I'm
currently in the process of porting it to Android/Quest. I've made a
fair bit of progress, and the native component of my library does in
fact compile and run on the Quest 2!However, my...
StereoKit's code for binding to the touch controller is over
binds to input/squeeze/value, but not input/squeeze/click, and
I'm also encountering this on Quest 2 when running natively on the
headset. System version reports 22.214.171.124.0.406523266.Quest 2 + Link /
PC for the same app works fine however, with Oculus App Version of
Setting the texture resolution scale to 2x means your device is
rendering 4x the number of pixels per-frame! In a worst-case scenario,
that could mean your frame takes 4x longer to draw.There's some
interesting relevant discussion on the topic over o...
The hand tracking extension works fine on Quest + Link outside of Unity,
but I believe it may still be listed as a beta feature! You may want to
check in your Oculus PC settings and make sure you've got the Developer
Runtime Features enabled.