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Showing results for tags 'oculus quest'.
Hi everyone! I have one question about the Vive Tracker. Currently, I would like to detect the posture of the user when running while wearing the HMD. I would like to use the Vive Tracker to detect the user's movements. Since the HTC Vive ProEye is too heavy for the user, we tried to use the Oculus Quest 2 or Vive Focus Plus. Is there any way to use Oculus Quest 2 and Vive Tracker at the same time, because I can't seem to use Vive Tracker with XR Interaction Toolkit. Also, is it possible to use Vive Focus Plus and Vive Tracker at the same time? I'd like to avoid using running VR content for long periods of time while wearing the Vive ProEye.
Hello, I started using VIU 2 weeks ago for a project I'm working on, and mostly to test it with the Oculus Quest. At first everything was fine, whether with my project or the VIU example scenes, until I added in my project the possibility to grab objects, then I started having quite a few problems with the controllers; While until now, I had the right controllers displayed (oculus touch of the rift/quest), since then, it is the controllers of the oculus go that are displayed, and unfortunately, the change is not only aesthetic since there is a kind of mapping of correspondence that is created between the 2 models. Although I have found how to "force" the rendered model, the binding remains that of the oculus go which is really not practical in my case, and changing it can bit a bit difficult according to the differences of the controllers... The worst thing is that since then, even when reloading an old backup of the project, one of the example scenes or when starting a new project, it is still the oculus go controllers that are now displayed... Is there anyone with a suggestion ? @chengnay