This is a simple way to make the controller vibrate when shooting a gun.
Just call Vib().
You can change the length of the vibrate by changing the time variables in Invoke.
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Buzz : MonoBehaviour
{
public float time = 3f;
// Start is called before the first frame update
// Update is called once per frame
void Update()
{
}
public void Vib()
{
Invoke("startVib", .1f);
Invoke("stopVib", .4f);
}
public void startVib()
{
OVRInput.SetControllerVibration(1, 1, OVRInput.Controller.RTouch);
}
public void stopVib()
{
OVRInput.SetControllerVibration(0, 0, OVRInput.Controller.RTouch);
}
}
Hi @jdscogin
from below reference i found that quest pro controllers have three haptics(LRA) position.
But overinput.contrller have only R touch I think
public enum Controller
{
None = OVRPlugin.Controller.None, ///< Null controller.
LTouch = OVRPlugin.Controller.LTouch, ///< Left Oculus Touch controller. Virtual input mapping differs from the combined L/R Touch mapping.
RTouch = OVRPlugin.Controller.RTouch, ///< Right Oculus Touch controller. Virtual input mapping differs from the combined L/R Touch mapping.
Touch = OVRPlugin.Controller.Touch, ///< Combined Left/Right pair of Oculus Touch controllers.
Remote = OVRPlugin.Controller.Remote, ///< Oculus Remote controller.
Gamepad = OVRPlugin.Controller.Gamepad, ///< Xbox 360 or Xbox One gamepad on PC. Generic gamepad on Android.
Hands = OVRPlugin.Controller.Hands, ///< Left Hand provided by hand-tracking.
LHand = OVRPlugin.Controller.LHand, ///< Left Hand provided by hand-tracking.
RHand = OVRPlugin.Controller.RHand, ///< Right Hand provided by hand-tracking.
Active = OVRPlugin.Controller.Active, ///< Default controller. Represents the controller that most recently registered a button press from the user.
All = OVRPlugin.Controller.All, ///< Represents the logical OR of all controllers.
}
Can I know how to control each three part of the quest pro lra actuator?
This is an old thread, however, it was my first google result, so I wanted to share a little working example for the MetaQuestPro using only Unity.XR.
It will make the left controller vibrate for 1 second, I suppose in its maximum force.
About the comment above regarding the different actuators, I suppose you might be able to control them independently by changing the channel to send the impulse, but I havenāt tested that specifically yet.