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You can create a Pass Through input action and add bindings to either <XRController>{LeftHand}/{Haptic} or <XRController>{RightHand}/{Haptic} to...
In Unity, if you open Window > Package Manager > XR Interaction Toolkit, you can import the Starter Assets sample which contains a rig prefab...
Unity no longer supports 2022.1 so it may be a good idea to upgrade Unity anyway, however you should be able to instead just update XR Interaction...
I'm not sure why it's not showing up for you, but you can always use the + button and click Install package by name, and then fill out...
The XR Device Simulator unfortunately currently doesn't support interaction with hands since it doesn't support driving the Meta Aim Hand OpenXR...
Some of the usages of InteractionLayerSettings.Instance within StarterAssetsSampleProjectValidation can actually be replaced with public methods....
I believe that bug described in that issue was only with the OpenXR package version 1.8.0 and 1.8.1 and is now fixed with 1.8.2 or above. Those...
We recognize the problem and are currently working with Meta to address this bug. Once we have something to share, we'll update this thread.
The change I mentioned made it into the 2.1.1 release, so you shouldn't need to override InitializeDynamicAttachPose like I mentioned in my...
What you described is exactly how I would have done it too. With the OpenXR Plugin, the underlying code that gets triggered just calls into...
Buffered haptics are currently only supported with the Oculus Rift and only when using the Oculus XR Plugin package. The OpenXR Plugin package...
I edited my post, repeated here: To be clear, that Oculus Integration asset is optional and does not need to be installed for correct...
We also updated XR Core Utilities (2.2.3) to use those methods in some Transform extension methods for improved performance, especially when using...
Thank you for specifying the versions of all the packages, it's a big help. Like Dave, I'm able to swap between hands and controllers just fine...
If you mean that you want to deinitialize XR and go back to a regular PC standalone application, you can do so by calling DeinitializeLoader. See...
You will need to either: Install the latest patch version of Unity from Hub for the yearly version you are using, and then open the project using...
Ah, I didn't see that PR before I made a new one https://github.com/Unity-Technologies/InputSystem/pull/1716 We still want to apply the valid...
You need to install the Shader Graph package to your project to fix the pink hands. (You will likely also need to install the XR Hands package and...
You will need to update your Unity version to a newer patch version for that method to be available. 2020.3.45f1 or newer (however the minimum...
No, we don't support velocity currently. I created an issue in our backlog to add support for this feature. The simulated controllers created by...