Trying to figure out the Quest 2 axis mappings in UE5. Lots of “Oculus touch (R/L)…”. What is “grip axis” and “trigger axis”? Are they simply how hard the grab and trigger buttons are pushed?
Also, it’s still true that hand tracking is still lacking (compared to Unity, say)?
TIA
Hey there @PaPaParker9! Welcome to the community! You’ve got it right, just like for controllers with triggers, each of the quest grip and trigger buttons are axes instead of buttons. This allows developers to handle opening and closing VR hands and such relatively easily and allows for more control over more nuanced actions.
Here’s the official docs from oculus on the button inputs themselves, hope this helps:
Disclaimer: Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.
https://developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/
Thank you for the welcome and link.
I had found the link you provided. I will experiment more with the various action/axis mappings.
Also found this post from Cyan talking about hand tracking in UE 4.27.2 for Myst. Apparently they had to do considerable work for reliable results: https://www.roadtovr.com/design-implementation-of-hand-tracking-in-myst-oculus-quest/2/
Thanks for the link! One of the things with UE is that the engine is incredibly generalized. The engine started with shooters (UT), but grew out from there. Due to being so generalized, less niche setups have most of the basics fleshed out, but some of the more nuanced specifics haven’t been around long enough to be integrated. So anything beyond the basics will still require custom workflows. I have no insider information so take this with a massive grain of salt, but VR support will likely be improved, however it’s not currently a focus on the 5.1 roadmap from what I can tell. Here’s hoping for the future!
https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/80-unreal-engine-5-1-in-progress
Thank you… I’ve decided to implement some basic gesture recognition myself for Oculus. I only need a handful (pun not intended).
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