08-08-2022 10:15 AM
Hi!
I am in the process of App Review, and it just failed due to VRC.Quest.Functional.9.
But the Documentation at Oculus Controller Input Mapping does not have a reference to Oculus Home Button.
How do I get an event in order to execute the Forward Orientation function (Which my game already supports, just in another binding)
08-10-2022 02:14 PM
I'm asking around, but to my knowledge this is an OS level operation and shouldn't require game side configuration.
Have you tested it and it doesn't work? Does the home button open the system menu on short press?
08-10-2022 02:17 PM
Yes, I've tested it and it doesn't work. The System menu does show up on short press.
I am now scared that this could be related to the way the Pawn is configured? Gonna have to make some empty projects and launch them with the quest app and look for differences...
08-10-2022 03:01 PM
Are you using "Set Tracking Origin" set to "Stage"? I'm told it won't re-center with that enabled.
08-10-2022 04:41 PM
Nope. Calling the function in CPP and setting it to Floor origin.
The only other reference to SetTrackingOrigin() is in the LIV plugin code.
08-11-2022 11:09 AM
I'm running out of ideas. When you test re-centering, are you using room-scale guardian or stationary? If you're using stationary, try with room-scale to see if it makes any difference. With tracking origin set to floor, it shouldn't matter, but I'm curious.
08-11-2022 11:37 AM
I use Room Scale guardian. I rarely use stationary (only when too lazy to set up room scale).
Ive tried the following to no avail.
I guess now is to create a new empty project and see what happens.
08-11-2022 02:26 PM - edited 08-11-2022 02:30 PM
Seems like Set Track Origin is not working. It is always as staged.
Code
08-11-2022 03:12 PM
That would explain why it won't recenter.
What XR API do you have set in Oculus XR Plugin? Have you tried changing it?
I'd recommend "OVR Plugin OpenXR", but if that isn't working try Legacy.
If you build the engine, you could try setting a breakpoint in Engine\Source\Runtime\HeadMountedDisplay\Private\HeadMountedDisplayFunctionLibrary.cpp on around line 268 to see what is happening. You'll need to attach with AGDE in Visual Studio or Oculus Debugger in VSCode.
08-12-2022 10:35 AM
So weird, when I use OculusLink and Steam VR, I do get back set as Floor Level. But when I package for Oculus Quest Stand alone, the issue comes up.
[2022.08.12-15.31.40:907][575]LogBlueprintUserMessages: [BP_MRRPawn_C_0] GET TRACKING ORIGIN: Floor Level
I am using OpenXR and Oculus OpenXR. Log Sample:
LogPluginManager: Mounting plugin OpenXR
LogPluginManager: Mounting plugin OculusOpenXR
[2022.08.12-17.18.30:738][ 0]LogOculusOpenXRPlugin: Loaded Oculus OpenXR Loader
[2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: Running without a pakfile and did not find a monolithic library 'OpenXR' - attempting disk search for its chunks
[2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: .... not found
[2022.08.12-17.18.30:913][ 0]LogShaderLibrary: Display: Running without a pakfile and did not find a monolithic library 'OpenXR' - attempting disk search for its chunks
[2022.08.12-17.18.30:914][ 0]LogShaderLibrary: Display: .... not found
[2022.08.12-17.18.35:599][ 0]LogBlueprintUserMessages: [BP_MRRPawn_C_2147482526] GET TRACKING ORIGIN: Stage