clarify the meta xr and vive openxr plugins incompatibility

This commit is contained in:
Mamadou Babaei
2024-08-16 16:37:27 +02:00
parent 5e9dfef55e
commit c5212c287e
+1
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@@ -64,6 +64,7 @@ This is a minor release focusing mainly on bringing OpenXR-compatible hand track
### Known Issues
- The UXRDeviceVisualizationComponent provided by Unreal Engine is used in the SGPawn class as ControllerVisualizerLeft and ControllerVisualizerRight for implementing the wrist tracking hardware visualization feature. However, it is not compatible with the new OpenXR system in certain scenarios. For instance, when the motion controllers serve as wrist tracking hardware since the SenseGlove plugin is now introduced to the engine as an OpenXRHandTracking system, it causes the UXRDeviceVisualizationComponent to visualize the wrist tracking hardware at coordinates (0.0f, 0.0f, 0.0f) instead of their actual location and rotation in the world. This happens because the component incorrectly registers them as inactive, possibly because it's assumed hand tracking and motion controllers cannot be in use at the same time. Currently, we use this feature solely for debugging, and we have an alternative in the form of wrist-tracking debug gizmos, which can be toggled on or off via the settings system. In future releases, we might remove this feature due to its incompatibility, unless we find a solution to make the UXRDeviceVisualizationComponent work with the new system. Alternatively, we may develop our own version of the UXRDeviceVisualizationComponent.
- Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it's not compatible with FOculusXRHMD backend provided by the Meta XR plugin. It should possibly be the same with the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, breaking the plugin's functionality. It seems these plugins are required in order to make the fallback to the hand-tracking feature work on Android. We might add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, but for the time being if your project requires those plugins we advise sticking to the v2.0.x version of the SenseGlove Unreal Engine plugin for now.
## [2.0.7] - 2024-05-29