At some point will the hand tracking cursor pose be added to Oculus'
OpenXR runtime? Microsoft use the XR_MSFT_hand_interaction extension to
provide some extra interaction paths
including:…/input/select/value…/input/squeeze/value…/input/aim/pose…/inp...
I'm curious if anyone has managed to get OpenXR working with a Quest and
Unreal Engine 4.26? The release notes for 4.26 includes "New: Added
Oculus Quest platform support to OpenXR."I've posted this as an issue on
the Oculus Github fork but I'm cross...
Hi everyone, I wanted to share what I've been working on for my Masters
degree over the last year; a VR interface that lets you perform music by
interacting with components representing elements from music software or
devices. This video is a cut tog...
I've been working on getting Rift support into the Plasma engine for the
last two months or so, since I'm a gigantic Myst fan and playing a Myst
game VR is something I never thought I needed until I heard about the
Rift.Currently Working: - Stereosco...
Some additional experiments. I'm attempting to call the Enable HMD BP
function via a BeginPlay event in a blueprint because I don't think that
it is being called in the OpenXR plugin as I'm not seeing any of the
expected messages for the EnableHMD C+...
I've run into this issue myself and gotten around it in a sort-of
roundabout way. The hand components don't replicate joint positions
across the network as the OculusHandComponent is designed to only
represent a hand attached to your current headset....
I'm hoping that this branch will provide working support for OpenXR on
the Quest. At the moment I only get a black screen when pushing a simple
test project to the Quest with only the OpenXR plugin enabled (no native
OculusVR plugin). The roadmap doe...
4.26 now has a branch on the Oculus github, but there's no tag
associated with it yet with the current OVR platform version. Not sure
if it's been officially "released" yet.