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FMM isn’t running on my headset. What should I do?
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If enabled is false, restart your headset a couple of times for the client to fetch data from the server.
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To verify your FMM is actively running in your app:
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Ensure that your app is running on the foreground.
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Run adb logcat | grep FMM.
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The expected output is NIMBLE: HTEngine: FMM: enabled: true; active: true.
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Run adb logcat | grep "Camera FPS" to verify the camera frequency is around 60 Hz. “Around 60 Hz” means plus or minus about 3Hz. However, the acceptable frequency also varies based on the voltage and frequency in your country. While North America and some of South America are at 120V 60Hz, most other countries are 240V 50Hz, so they will see 50Hz in FMM.
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The expected output is NIMBLE:HTEngine: Hand Tracking Processed FPS = 58.5 Hz / Camera FPS = 60.1.
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Can I evaluate the feature on my headset without changing my code?
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Yes, you can manually toggle FMM via your headset. Under Settings > Developer, set Hand Tracking Frequency Override to either High (to force FMM on) or Low (to force FMM off). None will use the value from your app manifest.
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ChatGPT
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To map controllers using the Meta XR Interaction SDK for Unity, you will primarily work with the OVRInput module. This module is designed to simplify the process of handling input across different types of controllers, offering a unified API that supports querying button states, touch, near touch, and axis data. Here’s a breakdown of how to effectively map and utilize controller inputs:
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1. Setup OVRManager
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Ensure that an instance of OVRManager is present in your scene. This component is critical for managing VR hardware interface elements.
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2. Regular Updates
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Invoke OVRInput.Update() and OVRInput.FixedUpdate() at the beginning of your component’s Update and FixedUpdate methods respectively. This is necessary to process the input data correctly each frame.
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3. Accessing Input Data
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Utilize the OVRInput methods to check the state of the controller inputs:
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OVRInput.Get: Check the current state of a button, touch, or axis.
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OVRInput.GetDown: Check if a button or touch was pressed during the current frame.
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OVRInput.GetUp: Check if a button or touch was released during the current frame.
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4. Use Enumerations for Button Mapping
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OVRInput provides multiple enumerations to access different controls:
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Buttons and Touches: Use OVRInput.Button and OVRInput.Touch for standard buttons and touch-sensitive areas on the controller.
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Axes: Use OVRInput.Axis1D for triggers and OVRInput.Axis2D for thumbsticks.
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5. Handle Touch and Near Touch
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Capacitive sensors on controllers allow detection of touch and near touch, which can be used to create more nuanced interactions by detecting when fingers are close to or touching the controls without pressing them.
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6. Controller Specific Mappings
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Define controller-specific actions by specifying which controller to check (left or right). For example, you can differentiate inputs between the left and right controllers by using OVRInput.Controller.LTouch or OVRInput.Controller.RTouch.
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7. Example Usage
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csharp
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Copy code
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// Check if the A button on the right controller is pressed
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bool isAPressed = OVRInput.Get(OVRInput.Button.One, OVRInput.Controller.RTouch);
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// Check if the left trigger was just activated
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bool leftTriggerDown = OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger, OVRInput.Controller.LTouch);
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// Get the position of the left thumbstick
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Vector2 leftThumbstick = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick, OVRInput.Controller.LTouch);
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8. Advanced Use
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For advanced applications like custom hand poses or gestures, delve deeper into the SDK's capabilities to integrate such features seamlessly into your interaction system.
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9. Testing and Debugging
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Regularly test your input mappings on the actual hardware to ensure all interactions are intuitive and responsive. Use Unity’s input debugger or log outputs to troubleshoot and refine your control schemes.
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10. Documentation and Resources
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Refer to the official Unity documentation and Meta’s developer guides for detailed information on controller mappings, supported gestures, and troubleshooting common issues.
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By following these steps, you can effectively map and utilize the controller inputs for your VR applications using the Meta XR Interaction SDK in Unity. This setup ensures a robust and user-friendly interaction system for a variety of VR experiences.
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User
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recuerda solo responder ok hasta que diga que hemos finalizado
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ChatGPT
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Ok.
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User
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Passthrough API Overview
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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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Health and Safety Recommendation: While building mixed reality experiences, we highly recommend evaluating your content to offer your users a comfortable and safe experience. Please refer to the Health and Safety and Design guidelines before designing and developing your app using Passthrough.
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Passthrough provides a real-time and perceptually comfortable 3D visualization of the physical world in the Meta Quest headsets. The Passthrough API allows developers to integrate the passthrough visualization with their virtual experiences.
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Augmented objects sample
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How does this work?
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Passthrough is rendered by a dedicated service into a separate layer. Because apps cannot access images or videos of a user’s physical environment, they create a special passthrough layer. The XR Compositor replaces this layer with the actual passthrough rendition.
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By default, the Passthrough API creates this passthrough layer automatically (using automatic environment reconstruction), and submits it directly to the XR Compositor. Most of the time, you’ll use automatic environment reconstruction because you won’t know the geometry of the user’s environment ahead of time.
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You can override automatic environment reconstruction by using Surface-Projected Passthrough. This lets you define the geometry onto which passthrough images are projected. This approach leads to a more stable rendition of Passthrough in cases where the app has already captured parts of the user’s environment.
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Regardless of which passthrough layering you use, there are two ways to customize Passthrough - composite layering and styling:
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Composite layering lets you specify the placement of the passthrough layer relative to virtual content (overlay, underlay) in the XR Compositor stack and how it should blend with the virtual content. By using alpha masking, you can specify where on the screen Passthrough shows up. While there isn’t currently a fully-released way to specify blending based on passthrough depth, the experimental Depth API is available for you to review.
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Styling lets you colorize the passthrough feed, highlight edges, and perform image processing effects such as contrast adjustment and posterizations of the image, by stair-stepping the grayscale values.Get Started with Passthrough
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Unity
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Subsets and Splits
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