diff --git a/Handbook/src/appendix/changelog.md b/Handbook/src/appendix/changelog.md index 2ebc2ed7..51307a15 100644 --- a/Handbook/src/appendix/changelog.md +++ b/Handbook/src/appendix/changelog.md @@ -117,8 +117,8 @@ 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. +- 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 is not compatible with the `FOculusXRHMD` backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the `v2.0.x` release of the SenseGlove Unreal Engine plugin until this issue is addressed. ## [2.0.7] - 2024-05-29 diff --git a/Handbook/src/getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md b/Handbook/src/getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md index 2c989d08..d3af4fb5 100644 --- a/Handbook/src/getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md +++ b/Handbook/src/getting-started/enabling-xr-ext-hand-tracking-vr-headsets/README.md @@ -27,3 +27,15 @@ For VIVE headsets relying on VIVE Business Streaming, ensure the Hand Tracking s > devices do not require Hand and Body Tracking to be enabled on the HMD device. > Enabling this feature is only necessary if you wish to use hand-tracking as a > fallback option when no glove is connected to your PC. + +As mentioned in the v2.1.0 release changelog, enabling the Meta XR plugin—and potentially the VIVE OpenXR plugin—alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt the OpenXR functionality provided by the SenseGlove Plugin, rendering it unusable. + +> [!CAUTION] +> As noted in the +> [v2.1.0 release changelog](../../appendix/changelog.html), since this release +> enabling the Meta XR plugin, —and potentially the VIVE OpenXR plugin— +> alongside the SenseGlove Unreal Engine Plugin in the same project will disrupt +> the OpenXR functionality provided by the SenseGlove Unreal Engine Plugin, +> rendering it unusable. +> +> `Although the SenseGlove OpenXR implementation is fully compatible with the IOpenXRHMD interface and the FOpenXRHMD XRTrackingSystem, it is not compatible with the FOculusXRHMD backend provided by the Meta XR plugin. The same issue likely applies to the VIVE OpenXR plugin. So, if these plugins are enabled in your project, the SenseGlove OpenXR will not function as intended, effectively breaking the plugin's functionality. It seems these plugins are necessary in order to make the fallback to the hand-tracking feature work on Android. While we may add support and compatibility with Meta XR and VIVE OpenXR plugins in the future, for the time being, if your project requires these plugins, we advise continuing with the v2.0.x release of the SenseGlove Unreal Engine plugin until this issue is addressed.`