Closed LauraKatarina closed 11 months ago
This is a known problem with the Oculus XR Plugin: When calling UnityEngine.XR.InputDevice.name, it identifies itself as "quest 2", rather than "quest pro" - leading to us using the wrong offsets. This issue also exists in the Oculus Plugin for Unity.
This workaround will work, but we have an easier solution available: In the SG_HapticGlove
script, you can set the wristTrackingMethod
(Default value UnityXR
) to UnityXR_ManualOffsets
. This will casue a second dropdown to apprear, which will let you explicitly select the SGCore.PosTrackingHardware.QuestProController
offsets for your build.
For more info on this, you can check out our documentation website.
When attaching the Meta Quest Pro Controller to the senseglove, the application does not recognize the hardware type correctly and displays a wrong position and rotation of the hands. As a quick fix we changed wristTrackingOffsets in \Assets\SenseGlove\Scripts\Devices\SG_HapticGlove.cs to SGCore.PosTrackingHardware.QuestProController (Line 64 and 293).