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Set ShowState
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Under Project, search for OVRControllerPrefab.
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Drag OVRControllerPrefab from the search results onto LeftControllerInHandAnchor.
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Under Hierarchy, select OVRControllerPrefab.
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Under Inspector, make sure Controller matches the hand, and set Show State to Controller In Hand.
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Anchor setup for controllers
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Repeat steps 6 through 9 for RightControllerInHandAnchor.
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Under Project, search for OVRHandPrefab.
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Drag OVRHandPrefab from the search results onto LeftHandOnControllerAnchor.
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Under Inspector, make sure Hand Type matches the hand, and set Show State to Controller In Hand.
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Anchor setup for hands
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Repeat steps 11 through 13 for RightHandOnControllerAnchor.
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Prefab changes
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OVRControllerHelper and OVRHand both now contain an enum of ShowState: The available options for that are:
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Always: The object will not be automatically disabled based on controller and hand state.
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Controller in Hand or no Hand: This means this object will be disabled if the controller is not in the user’s hand, or if hand tracking is disabled entirely.
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Controller in Hand: This means the object will be disabled if the controller is not currently in a user’s hand.
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Controller Not in Hand: This means the object will be disabled if it is in a user’s hand. This is used for the detached controller situation. I.e. sitting on a desk.
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No Hand: This will disable the rendering of the object if hand tracking is enabled and there is a hand.
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OVRControllerPrefab: OVRControllerHelper
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Show State
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When Hands Are Powered By Natural Controller Poses: This is a checkbox that controls if the controllers can be rendered even if the hand poses are in the natural state. This is used for the detached controller state.
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OVRHandPrefab: OVRHand
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Show State
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New anchors for the MultiModal feature
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LeftHandAnchorDetached and RightHandAnchorDetached: These anchors are for use for controllers that are not in the user’s hand when the Simultaneous Hands and Controllers API is enabled. The default CameraRig prefab does not contain controller prefabs under these anchors so they will need to be added to be used. The show state of these prefabs should be set to “Controller Not In Hand”.
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Troubleshooting
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How can I confirm Multimodal is running on my headset?
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Confirm that the detached controller action path is providing data.
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Can I evaluate the feature on my headset without changing my code?
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No.
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Switching between controllers and hands doesn’t work in the sample.
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Ensure that you’re running on Quest 2 (with Meta Quest Pro controllers paired to your headset), Quest 3, or Quest Pro.
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Using OVRCameraRig -> TrackingSpace to get positions of hands and controllers simultaneously
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Due to the object hierarchy on the OVRCameraRig Tracking Space, it is non-trivial to provide the hand data and the controller data simultaneously with the legacy Anchors. This has required us to create multiple new anchors on the Tracking Space and to add gating logic on the controller and hands prefabs themselves on whether or not to render.Use Fast Motion Mode
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Unity
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All-In-One VR
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Quest
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The platform for which this article is written (Unity) does not match your preferred platform (Nativa).
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Haz clic aquí para ver la página del índice de la documentación para tu plataforma de preferencia.
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Fast Motion Mode (FMM), previously known as “High Frequency Hand Tracking”, provides improved tracking of fast movements common in fitness and rhythm apps. It is highly recommended to first test out your title without FMM enabled, and then only enable it if you observe high tracking loss due to fast hand motion. For most apps, the default hand tracking mode should provide the right balance between accuracy and speed.
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Benefits of FMM
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Improved tracking of fast movements common in fitness and rhythm apps.
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Known limitations
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FMM optimizations may result in increased jitter which can impact high accuracy interactions such as direct touch or typing.
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As fast motion relies on short exposure time, tracking quality is expected to regress in low lighting conditions. It is recommended to remind users to play in a well lit environment.
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Compatibility
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Hardware compatibility
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FMM is supported on Quest 2, Quest Pro, Quest 3, and all future devices.
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On Quest 1, enabling FMM will increase hand tracking frequency, but will not result in any further optimizations.
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On Quest 2, enabling FMM will result in app downclocking (reduce GPU level 3 → 2).
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Software compatibility
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Unity LTS 2021 and above
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Integration SDK version 55 and above
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Feature compatibility
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FMM cannot be enabled together with Multimodal.
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IOBT/ WMM will not run when passthrough and full body (FBS) are running along with FMM.
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On Quest Pro, FMM cannot be enabled together with face tracking, eye tracking, lip sync, or foveated rendering.
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Setup
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To enable FMM in Unity, follow these steps.
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Open your Unity scene.
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Under Hierarchy, select OVRCameraRig.
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Under Inspector, under Quest Features, in the Hand Tracking Frequency list, select High. There is no difference between High and Max values as both track hands at high frequency.
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Troubleshooting
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How can I confirm FMM is running on my headset?
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To verify your device has FMM enabled, run adb logcat | grep FMM on a terminal when hand tracking is running on device.
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The expected output is NIMBLE: HTEngine: FMM: enabled: true; active:....
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