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LOSAngularOffsetHandRayPoseSource is most usable but it seems to mimic the hand tracking version, shooting a ray out from the palm even when holding controllers. It also disappears when controller is too far past outside of the shoulder.
FallbackCompositePoseSource has the familiar controller gun aim behavior but it seems that I have to look down at my controllers for the LineRenderer to appear.
The other thing I've noticed is that I cannot select when hand tracking; it only works with controllers.
Another minor issue I've found, unrelated to RayInteractor is that when playing in editor over Link, I need to recenter, otherwise my head is stuck in the floor. XR Origin is set to floor, but that doesn't take effect until after I do a recenter via Oculus system button.
edit: Perhaps this should be posted in issues instead, and I'm happy to move it if so. I felt like posting here though to prompt a discussion about the Quest platform in general. I'm guessing that there aren't too many MRTK devs on Quest and that support likely takes a back seat to Hololens, Magic Leap and Lenovo devices. So I'm also trying to gauge expectations for how these features are meant to work on Quest, and see if there are any other folks out there struggling or not with the same stack.
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Hi, I've been working on porting an MRTK 2 project to MRTK 3 and have noticed some odd behavior with
RayInteractor
when using controllers. These findings are present in the sample project here as well as my own, following setup instructions from scratch. https://github.com/MixedRealityToolkit/MixedRealityToolkit-Unity/tree/main/UnityProjects/MRTKDevTemplateLOSAngularOffsetHandRayPoseSource
is most usable but it seems to mimic the hand tracking version, shooting a ray out from the palm even when holding controllers. It also disappears when controller is too far past outside of the shoulder.FallbackCompositePoseSource
has the familiar controller gun aim behavior but it seems that I have to look down at my controllers for the LineRenderer to appear.The other thing I've noticed is that I cannot select when hand tracking; it only works with controllers.
Another minor issue I've found, unrelated to
RayInteractor
is that when playing in editor over Link, I need to recenter, otherwise my head is stuck in the floor.XR Origin
is set tofloor
, but that doesn't take effect until after I do a recenter via Oculus system button.edit: Perhaps this should be posted in issues instead, and I'm happy to move it if so. I felt like posting here though to prompt a discussion about the Quest platform in general. I'm guessing that there aren't too many MRTK devs on Quest and that support likely takes a back seat to Hololens, Magic Leap and Lenovo devices. So I'm also trying to gauge expectations for how these features are meant to work on Quest, and see if there are any other folks out there struggling or not with the same stack.
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