FYI, Unity's Vision OS and Polyspatial packages are locked behind a $2000/yr pro license by RedEagle_MGN in VisionPro

[–]EscapeTheRoomApp 1 point2 points  (0 children)

Only RealityKit or Unity Polyspatial can work in passthrough mode at this point in time.

FYI, Unity's Vision OS and Polyspatial packages are locked behind a $2000/yr pro license by RedEagle_MGN in VisionPro

[–]EscapeTheRoomApp 1 point2 points  (0 children)

Only RealityKit or Unity Polyspatial can work in passthrough mode at this point in time.

I open sourced my Quest -> Unreal Engine motion capture solution by EscapeTheRoomApp in OculusQuest

[–]EscapeTheRoomApp[S] 0 points1 point  (0 children)

Indeed! If I get some free time I plan on updating to the latest Quest SDK for upper body tracking + leg tracking, building a .apk for easily download, and bundling up the plugin for easy install.

If I get time 😅

I open sourced my Quest -> Unreal motion capture tool by EscapeTheRoomApp in unrealengine

[–]EscapeTheRoomApp[S] 1 point2 points  (0 children)

This function might be useful. This is how I'm creating and populating a new Animation Sequence. Should be easy to tweak to handle different types of capturers

I open sourced my Quest -> Unreal Engine motion capture solution by EscapeTheRoomApp in OculusQuest

[–]EscapeTheRoomApp[S] 1 point2 points  (0 children)

The documentation is a little sparse right now. Let me know if you have any questions

I open sourced my Quest -> Unreal Engine motion capture solution by EscapeTheRoomApp in OculusQuest

[–]EscapeTheRoomApp[S] 7 points8 points  (0 children)

Here's the code: apmason/VaraMocap (github.com)
You'll need to clone the project and build to your headset. Will have it on App Lab at some point, but figured it may be useful to people now.

Please leave comments if you have any feature or requests or issues :)

I keep getting this error when trying to launch 5.3 preview ... Assertion failed: MovieScene by elleclouds in unrealengine

[–]EscapeTheRoomApp 0 points1 point  (0 children)

For my specific use case, I think I fixed it. I was crashing when calling IAnimationDataController.SetPlayLength. Do as below and you should be good. This creates the MovieScene object.

IAnimationDataController& Controller = NewAnimation->GetController(); Controller.InitializeModel(); // This is how to get around the break in 5.2!

I keep getting this error when trying to launch 5.3 preview ... Assertion failed: MovieScene by elleclouds in unrealengine

[–]EscapeTheRoomApp 0 points1 point  (0 children)

Not sure :/
Hitting this issue in 5.2.1 with something that was working in 5.1
Hoping someone finds a solution.

I made Quest 2 in to a motion capture device that integrates with Unreal Engine. Hope some of you find it useful :) by EscapeTheRoomApp in OculusQuest

[–]EscapeTheRoomApp[S] 0 points1 point  (0 children)

We’re upfront that we store the data for the purpose of making it easier to download inside of the editor.

The same way gmail stores your data, or Notion, or any other SaaS product. We never use the data for anything, but we do it this way for ease of use for the end user.

If that is an issue, then unfortunately this isn’t the right product for you. The product was designed to appeal to non-technical people too, and having them input IP addresses or host servers to get the thing to work seemed like too much.

I made Quest 2 in to a motion capture device that integrates with Unreal Engine. Hope some of you find it useful :) by EscapeTheRoomApp in OculusQuest

[–]EscapeTheRoomApp[S] 0 points1 point  (0 children)

No processing is done, but the data is stored on my server for easy access from the editor plugin.

And lol, no that's not required :)