remove metaxr compatibility from the documentation along with its assets and replace it with a caution incompatibility note

This commit is contained in:
Mamadou Babaei
2025-02-12 16:04:25 +01:00
parent aee71e2b05
commit 6a3434c983
6 changed files with 7 additions and 61 deletions
@@ -38,30 +38,9 @@ For Meta Quest headsets, enable the `Developer runtime features` under the `Sett
### Meta XR Plugin
> [!CAUTION]
> By default, enabling the `Meta XR` plugin breaks and disrupts the
> SenseGlove Unreal Engine Plugin implementation of `XR_EXT_hand_tracking`.
> Thus, rendering both glove and hand-tracking data broken. However, it's
> possible to fix this issue with proper `Meta XR` plugin configuration.
By default, the `Meta XR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Default Meta XR Plugin Settings](../meta-xr-plugin-default-settings-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Default Meta XR Plugin Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Default Meta XR Plugin Settings](../meta-xr-plugin-default-settings-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Default Meta XR Plugin Settings")
The following settings control the hand-tracking behavior when the `Meta XR` plugin is enabled:
- **XR API**: This selects the XR API that the engine will use. If set to `Oculus OVRPlugin + OpenXR backend (current recommended)`, which is the default, will break the SenseGlove Unreal Engine Plugin's glove and hand-tracking data. In order to make the Meta XR and SenseGlove Unreal Engine plugins compatible you should choose `Epic Native OpenXR with Oculus vendor extensions` here. This disables Legacy Oculus in favor of the native OpenXR implementation, with Oculus vendor extensions. This will be where Epic focuses XR development going forward. Changing the `XR API` settings requires an editor restart to take effect.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Meta XR Plugin Settings - Epic Native OpenXR with Oculus vendor extensions Editor Restart Prompt](../meta-xr-plugin-settings-xr-api-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Meta XR Plugin Settings - Epic Native OpenXR with Oculus vendor extensions Editor Restart Prompt")
- **Hand Tracking Support**: Determines whether controllers and/or hands can be used within the current appication. Possible values are `ControllersOnly`, `ControllersAndHands`, and `HandsOnly`. We recommend to set this to `ControllersAndHands` to be able to use both controllers (as a wrist-tracker device) and hand-tracking. See also [`bFallbackToHandTrackingIfNoGloveDetected`](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected).
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Meta XR Plugin Settings - Hand Tracking Support: Controllers and Hands](../meta-xr-plugin-settings-hand-tracking-support-controllers-hand.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in PCVR Mode - Meta XR Plugin Settings - Hand Tracking Support: Controllers and Hands")
- **HandTrackingFrequency**: Determines the hand-tracking frequency, whether `LOW` or `HIGH`. Please note that a higher tracking frequency will reserve some performance headroom from the application's budget.
- **HandTrackingVersion**: Determines the version of hand tracking algorithm. `Default`, `V1`, and `V2` are valid options. If unsure, leave it as `Default` and the SenseGlove glove and hand-tracking should work as expected.
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE
@@ -26,30 +26,9 @@ To set up `XR_EXT_hand_tracking` support on Meta Quest HMDs in Standalone mode,
### Meta XR Plugin
> [!CAUTION]
> By default, enabling the `Meta XR` plugin breaks and disrupts the
> SenseGlove Unreal Engine Plugin implementation of `XR_EXT_hand_tracking`.
> Thus, rendering both glove and hand-tracking data broken. However, it's
> possible to fix this issue with proper `Meta XR` plugin configuration.
By default, the `Meta XR` plugin settings located in `Edit > Project Settings > Plugins > Meta XR` look something like these:
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default Meta XR Plugin Settings](../meta-xr-plugin-default-settings-001.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default Meta XR Plugin Settings")
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default Meta XR Plugin Settings](../meta-xr-plugin-default-settings-002.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Default Meta XR Plugin Settings")
The following settings control the hand-tracking behavior when the `Meta XR` plugin is enabled:
- **XR API**: This selects the XR API that the engine will use. If set to `Oculus OVRPlugin + OpenXR backend (current recommended)`, which is the default, will break the SenseGlove Unreal Engine Plugin's glove and hand-tracking data. In order to make the Meta XR and SenseGlove Unreal Engine plugins compatible you should choose `Epic Native OpenXR with Oculus vendor extensions` here. This disables Legacy Oculus in favor of the native OpenXR implementation, with Oculus vendor extensions. This will be where Epic focuses XR development going forward. Changing the `XR API` settings requires an editor restart to take effect.
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Meta XR Plugin Settings - Epic Native OpenXR with Oculus vendor extensions Editor Restart Prompt](../meta-xr-plugin-settings-xr-api-editor-restart-prompt.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Meta XR Plugin Settings - Epic Native OpenXR with Oculus vendor extensions Editor Restart Prompt")
- **Hand Tracking Support**: Determines whether controllers and/or hands can be used within the current appication. Possible values are `ControllersOnly`, `ControllersAndHands`, and `HandsOnly`. We recommend to set this to `ControllersAndHands` to be able to use both controllers (as a wrist-tracker device) and hand-tracking. See also [`bFallbackToHandTrackingIfNoGloveDetected`](../../../plugin-configuration/plugin-settings/tracking/#bfallbacktohandtrackingifnoglovedetected).
![Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Meta XR Plugin Settings - Hand Tracking Support: Controllers and Hands](../meta-xr-plugin-settings-hand-tracking-support-controllers-hand.png "Enabling XR_EXT_hand_tracking OpenXR Extension on VR Headsets in Standalone Mode - Meta XR Plugin Settings - Hand Tracking Support: Controllers and Hands")
- **HandTrackingFrequency**: Determines the hand-tracking frequency, whether `LOW` or `HIGH`. Please note that a higher tracking frequency will reserve some performance headroom from the application's budget.
- **HandTrackingVersion**: Determines the version of hand tracking algorithm. `Default`, `V1`, and `V2` are valid options. If unsure, leave it as `Default` and the SenseGlove glove and hand-tracking should work as expected.
> Please note that enabling the `Meta XR` plugin alongside the SenseGlove plugin
> will result in crashes or unexpected behavior. `Meta XR` plugin compatibility
> is being worked on and might be supported in the future.
## HTC VIVE