Comments (6)
Thanks! It's good to know what people find most useful. Check out voice command support here: https://docs.microsoft.com/en-us/windows/mixed-reality/unreal-voice-input.
from mixedreality-uxtools-unreal.
Hi Aoighost - thanks for the request.
While the immediate focus of UXTools and MRTK-Unreal is support for HoloLens 2 development, cross-platform development remains a key scenario for developers and thus for us. This includes Oculus Quest.
While it should be possible to implement some of the internal abstractions in UXT to work for Oculus Quest, our preferred approach is to use built-in UE abstractions and open standards whenever possible - this is more sustainable long term and makes UXT part of the UE ecosystem rather than its own isolated cross-platform framework. To that end, we are working together with Epic and other partners to define, refine and leverage those abstractions. Watch this space!
from mixedreality-uxtools-unreal.
Sweet, thanks. I'm really looking forward to how this progresses, as XR was the only real thing holding me to Unity. If you don't mind my asking, what kind of time frame do you expect more features to be added by bringing it up to par with unity?
from mixedreality-uxtools-unreal.
Hi @AoiGhost ,
We are focusing UXT on UX features instead of trying to cover the whole set of features in MRKT-Unity. Things like the generalized input abstraction that MRTK-Unity provides are out of the scope for this project. You can get a rough idea of what we're aminig for looking at the UX building blocks described here.
We don't have a fixed time frame at the moment. We're just actively working on the project and hoping to be able to publish new releases regularly (currently aiming for monthly). Do you have any features in mind that you'd like to see prioritized?
Cheers,
Luis
from mixedreality-uxtools-unreal.
Sweet. I'm currently building a tool and would find Slates, near menus, keyboards, dialogs, docks, object collections, and scrolling collections very useful in the near term. Mid to long term would be things like speech and dictation. I know that doesn't narrow it down much, but /shrug.
from mixedreality-uxtools-unreal.
Updating here with the latest:
Since v0.12.0 we consume hand tracking input via the new cross-platform APIs (e.g. GetMotionControllerData ) which means that, in theory, UXT should be driven by Quest hand tracking automatically. In practice what we are seeing in UE 4.26.2 is that results vary depending on the VR plugin in use (spoiler, neither works):
- OculusVR: motion controller and hands detected in Quest 2 but no joint information is produced.
- OpenXR: nothing is rendered when running on device, VR preview appears disabled.
from mixedreality-uxtools-unreal.
Related Issues (20)
- delete inputaction mapping HOT 7
- "reposition" speech command not working with OpenXR in Unreal Engine 5.0.1 HOT 2
- node 'Remove ARPIN from Local Store' not working HOT 1
- Suggestion - Use widget components for text in buttons etc. for more compatibility with fonts. HOT 2
- Issue - Scrolling Object Collection does not hide HOT 5
- Error with Anchors in UE4.27 and uxtools 0.12 HOT 1
- How to use OpenXRMsftHandInteraction Input in UE5? HOT 2
- Better documentation for requierd settings HOT 2
- Oculus Quest 2 - Text is very difficult to read from any distance on Quest 2 HOT 4
- Input Events are not firing [UE5] HOT 10
- QRCode Tracking Issues [UE5] HOT 15
- Unreal 5.1 Support? HOT 18
- Unable to Interact with any Controls on Quest HOT 2
- Sound doesn't appear to work in packaged UE5.1.1 for Hololens 2 HOT 5
- Packing successfully, but failed to open the sample level properly.MRTK Example projects in versions 5.0 and 5.1. HOT 5
- Support for UE 5.2? HOT 2
- Client-side Hand Interactors
- When loading the UE4.27ux tools plugin, the software prompts that the engine cannot load
- Correction for simulated movement with enhanced input in public/0.12.x-UE5.1
- How to use OpenXRMsftHandInteraction Input in UE5 without uxtools
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from mixedreality-uxtools-unreal.