What Is Oculus Touch?
Oculus Touch Features
- Intuitive VR controls: Point your finger while holding the controller and watch your virtual finger perform the same gesture. This allows you to point at, grab, pick up, and interact with virtual objects.
- Twin stick controls: It includes a twin analog stick control scheme similar to other game consoles.
- Comfortable and lightweight: The familiar handle-and-trigger design fits well in the hand, and the weight is light enough for long gaming sessions.
- Haptic feedback: Unique touch controls increase the sense of immersion when interacting with virtual worlds.
|Motion Controls||Yes, full-motion tracking with six degrees of freedom.|
|Directional controls||Dual analog thumb sticks.|
|Buttons||Four face buttons, four triggers.|
|Haptic feedback||Buffered and non-buffered.|
|Batteries||2 AA batteries required (one per controller)|
|Weight||272 grams (excluding batteries)|
|Availability||Included with new Oculus Rifts. Also available for purchase separately.|
Oculus Touch is Oculus VR's first true motion controller. Although the Oculus Rift headset originally shipped with a handheld remote control, it only had limited motion tracking.
The Oculus Touch has full motion tracking with six degrees of freedom, which means it can track each of your hands as they forward and back, left and right, up and down. It also senses rotation along each of the three axes.
Each controller also includes features that will be familiar to console gamers, including two analog sticks, four face buttons, and two triggers. This is roughly the same number of buttons and triggers as a DualShock 4 or Xbox One controller.
The main difference between the configuration of the Oculus Touch and traditional gamepads is that there is no d-pad on either controller, and the face buttons are split between the two controllers instead of all being accessible by the same thumb.
Previous and Alternate Controls for Oculus Rift
The Oculus Touch wasn't available when the Oculus Rift first launched. Most games that were in development at that time were designed with a controller in mind, so the initial run of Oculus Rift headsets shipped with alternate control methods.
Xbox One Controller
Oculus VR partnered with Microsoft to include an Xbox One controller with every Oculus Rift prior to the introduction of Oculus Touch. The included controller was not the updated Xbox One S version, so it lacked both Bluetooth connectivity and a standard headset jack.
Once the Oculus Touch was introduced, the inclusion of an Xbox One controller was phased out.
The other Oculus Rift controller that predates Oculus Touch is the Oculus Remote. This tiny device is very basic and is better suited to navigating menus than actually playing games.
The Oculus Remote does feature limited tracking, which allows the user to point and click in VR, but it lacks the full positional tracking offered by the Oculus Touch.
Oculus Rift units that include Oculus Touch do not include the Oculus Remote, but it is still available for purchase as an accessory.
You can't, directly. Taking out the batteries will, naturally, turn the controllers off, and when you unplug your headset, the controllers will enter sleep mode. However, there is no series of buttons to press to shut the device itself down.
Remove the battery cover, located on the handle of the controller, by lightly pulling it to access your Touch controller's batteries.
Thanks for letting us know!
Did you seriously just mark "They should turn on automatically" As an accepted answer!? LMFAO!
This is so God damn infuriating. I've had a Rift since Christmas and every single problem I've run into I see the same things being asked in these forums and the majority of the time there are no clear cut and decisive answers! This is the very reason why I would never recommend a Rift to anyone. I have the exact same issue as OP. Built a brand new PC just to have better odds at getting this garbage to work and here I am still troubleshooting months later.
Windows 10 64bit Pro w/latest patches
Latest Oculus Software as of today
Intel Core i3-8350K Coffee Lake Quad-Core 4.0 GHz LGA 1151 (300 Series) 91W BX80684I38350K Desktop Processor
ASRock Z370 Pro4 LGA 1151 (300 Series) Intel Z370 HDMI SATA 6Gb/s USB 3.1 ATX Intel Motherboard
G.SKILL Ripjaws V Series 8GB 288-Pin DDR4 SDRAM DDR4 2800 (PC4 22400) Intel Z170 Platform Desktop Memory Model F4-2800C15S-8GVRB
Startup the PC, launch Oculus Home, no errors, look under devices and it says everything is ON (headset, sensors, AND controllers) however there are no battery indicators shown for the controllers and they're not shown in the headset. The only way I've been able to remedy this is by taking the God damn batteries out and back in every time.
Where's the support!? And before you want to preach to me about opening a ticket that's pretty useless. In about 2 weeks they'll eventually send you a canned reply equivalent to "did you try rebooting". Yes I've reinstalled the software, Yes I've re-run the setup. Save me the canned bullshit give us REAL solutions. Fix your product!
I stayed up late last night going over, and over, your system specs. Something wasn't quite right. I believe your problems may be solved if you add a graphics card to your system.
No thanks required. This is what I do, "REAL solutions".
P.S. No need to go higher than a GTX1060. (please be sure to install Nvidia driver 388.59)
i5 6600k - GTX1060 - 8GB RAM - Rift CV1 + 3 Sensors - 1 minor problem
Dear Oculus, If it ain't broke, don't fix it, please.
6 Steps to Set Up Your Oculus Rift with Unity in Less Than 10 Minutes [2021 Updated]
Even though Oculus Rift got overshadowed by his younger and more nimble brother Oculus Quest 2, it is still a popular PC VR headset.
With the Oculus Link, millions of Quest 2 users can now connect their headset to their PCs and enjoy a huge library of PC VR games. With the recent upgrade of 'Air Link' feature even the USB cable isn't necessary.
This means if you own an Oculus Rift, you have a perfect opportunity to build and test high-demand VR applications for an ever-growing base of Oculus users.
So it's imperative to know how to set up your Oculus Rift for developer mode.
Once in developer mode, you'll be able to start development in Unity with Oculus assets and test your apps on the go!
A couple of technicalities, in case you just ordered the Rift S and you want to use it for your gaming laptop - Oculus decided to put an USB port on one side of the cable (all good so far) and a Display Port in the end of the cable which of course is outdated and non-compatible for most computer's I/Os.
To avoid the issue, order a Displayport to Type-C adapter ahead of time. We recommend getting a Type-C instead of HDMI port adapter since most of the users report issues with HDMI adapters.
The setup process for Rift and Rift S is identical. Rift S is just an upgraded version with sharper LCD display.
How to Prepare Your Oculus Rift For Development
At this point we are assuming that you've already used Oculus Rift before and are familiar with their core features such as the guardian system (where you trace the edge of your play area to stay within guardian boundaries while in VR), and have gone through the full setup already.
To create apps for the Oculus, you need a laptop/desktop computer, 1x USB headset cable, copy of Unity (previously known as Unity3D) and Oculus Integration package.
- Unity is an application that lets you build, test, and publish your original content on Oculus Home! In other words, it's a content creation engine for building VR applications.
- Oculus Integration Package is a Unity plugin that allows you to build apps for the Oculus with the correct framework.
To start things off, Usman will be sharing our Oculus Rift set up video with Unity. Next, we'll go over a three step recap of the video and some common issues.
Once you've downloaded Oculus Rift software make sure you have the latest Oculus updates installed. Depending on the time of the setup, the Oculus software package is the size of 5GB and more.
If you're having issues with the initial setup, we recommend that you contact customer support at Facebook technologies. Some problems are trivial, for example, having sufficient disk space on your computer and making sure that your computer satisfies the minimum requirements such as graphics card or RAM for the best VR experience.(Check out our guide on VR hardware or check your desktop capabilities with the new device with SteamVR performance checker).
Let’s take a deep dive into virtual reality development!
Download our 10-week XR Development with Unity Course Syllabus
Skip to the Technical Steps
Step 1: Connect Your Oculus Rift with USB
Before we start, open the Oculus Companion App on your phone and go to Settings > More Settings > Developer Mode and toggle the Developer Mode on.
Now plug your Oculus Rift in your PC using a USB cable. Make sure you’re using a USB-C cable or Oculus Link cable. In the following prompt, Allow USB Debugging and check whether Always allow from this computer is on.
Now we’re able to launch and test VR applications using your virtual reality headset! Let’s proceed to setting up your Unity environment.
Do I Need a Facebook Account to Develop Apps With my new Oculus Rift?
According to the Facebook guidelines for Oculus users, everyone who uses previous generation Oculus devices for the first time will need to log in with a Facebook account. The guidelines were introduced in October 2020.
So you need a Facebook account if you want to access Oculus Store and purchase content. But it’s a bit more complex than that.
If you want to use Oculus Rift exclusively for development purposes without accessing content from the Oculus Store, you have a choice: either connect your development account to your personal Facebook or set up a Test User account to test your VR applications.
In 2023, Facebook will cease supporting legacy Oculus Accounts and might require Facebook accounts from new developers that are not using Oculus for Business Platform.
Step 2: Prepare Unity for VR Development
We're going to start by downloading the newest version of Unity engine. Install Unity on your computer by running the installer package and following simple instructions. Once you have Unity installed, create a new 3D project by clicking File > New Project. Name your project, select 3D from the Template dropdown menu and click Create.
Once you’ve created the new project, click on File then Build Settings. Let’s go through a couple of settings here:
- Set Platform to PC, Mac & Linux Standalone.
- Under Target Platform, select Windows (or other OS if it's different).
- You can toggle Development Build later to test and debug the app.
Note: Clear this selection when you’re to release the final build.
Finally, let’s enable VR support before we start building our first VR application:
- Go to Edit > Project Settings.
- Click XR Plugin Management, then go for Install XR Plugin Management.
- Open the Windows tab and select Oculus to install the Oculus XR plugin and enable the VR support in Unity.
Note: If you’re using older Unity versions (before 2019.3), follow these instructions instead to enable VR support in Unity:1) From the Build Settings menu, click Player Settings > XR Settings and check Virtual Reality Supported.
2) Make sure “Oculus” appears in the list. If it doesn’t, click the plus symbol below and select “Oculus” from the dropdown menu that appears.
We’re done with preparations. Let’s dive into creating our testing VR environment in Unity!
Step 3: Connect the Oculus Integration Plugin to Unity
Follow the screen instructions: click on the Asset Store tab (Window > Asset Store) and search for “Oculus Integration” at the top.
First, you need to download the package. After that proceed by clicking Import in the Asset store. To finish the import, click the Import button as shown below:
After that the Oculus Integration package will be imported into our current project.
Now we can use Oculus package components and assets to quickly set up our Virtual Reality environment.
Let’s start with setting up Oculus Camera that represents the position of VR headset and your players’ eyes.
Step 4: Set Up The Camera (OVRCameraRig and Main Camera)
In your Assets tab, navigate to Oculus > VR > Prefabs.
From there, click and drag the OVRCameraRig prefab into your scene.
Your project is now acting funny as there are two different cameras in one scene. The default Main Camera and the OVRCameraRig that we’ve recently added. Delete your original Main Camera in order to avoid conflict with your newly imported OVRCameraRig.
Browse your Hierarchy tab and find the Main Camera object, then right click on it and select Delete.
Now that we got the Main Camera out of the way, let’s set up our OVRCamera Rig.
Click on the OVRCameraRig in your Hierarchy tab. Then, take a look in the Inspector tab on the far right of your screen for Tracking Origin Type in the OVR Manager (Script) component. Click the Tracking Origin Type property so a drop down menu appears, and select Floor Level.
By doing this we are fixing the user's position and orientation relative to the floor. The position in VR is calculated based on the user’s height which they indicate when setting up their Rift device.
In other words, regardless of the users of your app, it will adjust to fit every one!
Step 5: Enable Oculus Touch Controllers
Now that we’ve set up our camera, we need to set up the controllers to represent the player’s hands.
If you want the player to use their Oculus Avatar hands, navigate to Oculus > Avatar > Content > Prefabs under the Assets panel
Drag the LocalAvatar prefab into your scene:
Done! Now that we have the controllers in the scene, your player will be able to interact with objects within the application you build. But we still need to make the controllers visible as avatar hands.
In your Hierarchy Tab, click the LocalAvatar game object. Then, check out the Inspector tab. Under the OVR Avatar (Script) component in the Inspector tab, find the “Start With Controllers” property and make sure it’s selected.
Save the scene. You now have a project that’s ready to develop for the Oculus Rift!
Download our 10-week XR Development with Unity Course Syllabus
Step 6: Click Play!
Turn on your Oculus Rift controllers and click Play in Unity.
You should be able to see your scene as well as your two touch controllers. If your scene doesn’t look like much, that’s because it isn’t at this point. Now that you’re all set up, it’s time to get building and turn that space into something incredible!
You should also see your controllers moving around in the Scene tab.
Before you move ahead with your project, make sure you’re familiar with the capabilities of your hardware. Start by checking out all of the button inputs on your controllers. You’ll find it has a range of input options that include:
- Button One, Button Two, Button Three ,Button Four, Button Start, Button PrimaryThumbstick and Button SecondaryThumbstick
- PrimaryIndexTrigger, SecondaryIndexTrigger, PrimaryHandTrigger, SecondaryHandTrigger, PrimaryThumbstick and SecondaryThumbstick
As you continue to develop your scene, make sure you take advantage of the huge amount of resources at the Oculus Developer Center.
Remember, if you run into any trouble or need one-on-one guidance from Unity pros, you can always find it in our live 10-week course or 1-on-1 packages with expert AR/VR mentor.
And that's it!
Hide your cords out of your way and tighten your velcro straps. Unfortunately the wireless options for Oculus Rift HMD or Rift S. isn't available and Facebook hasn't updated the software for Rift devices in a while. Sorry.
Common Error: I Can't See My Controller!
If you can't see your Touch Controllers in the scene, and Unity is giving you an error in the Project tab, try these fixes:
- Reinstall the latest version of Unity.
- Reinstall the latest version of the Oculus app. Sometimes, the Oculus app doesn't update past a certain version and reinstalling can be a quick fix. Download Oculus here.
- If prompted, update your firmware (headset, controllers and sensors).
- Make sure your Oculus Touch controllers are paired with your headset. From the Oculus app, click Devices > Right Touch / Left Touch > Forget Device on your old controllers. Re-Pair your controllers under Device > Configure Rift > Pair Touch. If both controllers say On you should be good to go!
- What's next? If you're just starting out, join one of our live or on-demand VR Workshops. Or if you prefer to get right into it, read our guide on grabbing objects in Unity.Attention: use the latest drivers from Oculus and Unity to support your AR/VR development needs.
- Alternatively, look at out complete 10-week course on XR Development with Unity course syllabus.
- Go to Build settings > Player Settings > XR Settings and check Virtual Reality Supported. Make sure “Oculus” appears in the list otherwise click the plus symbol below and select it from the dropdown menu that appears
- Go to the Unity Asset Store tab(Click Window > Asset Store) in Unity and search Oculus Integration in the search field at the top.
Download and import the Oculus Integration into your project.
- At the end of the import you may see a prompt that says API update required. Click on “I made a backup, go ahead!”
Navigate to OVR > Prefabs in your assets tab.
- Click and drag the OVRCameraRig prefab into your scene.
- Delete the Main Camera from the scene in the hierarchy tab as it will interfere with the OVRCameraRig. Select OVRCameraRig from your Hierarchy tab, then look in the inspector tab. Look for “Tracking Origin Type” in it’s “OVR Manager(Script)” component. Click that property so a drop menu appears, select “Floor Level”.
- To enable the Oculus Avatar with hands and to use the controllers navigate to OvrAvatar > Content > Prefabs in your assets tab.
- Click and drag the LocalAvatar prefab into your scene.
- Select LocalAvatar from your Hierarchy tab, then look in the inspector tab. Look for “Start With Control” in it’s “OVR Avatar(Script)” component, make sure the box next to it is checked.
- Save the scene! You now have a project ready to develop for the Oculus Rift!
How to turn off an Oculus Rift or put it in sleep mode
- To turn off an Oculus Rift, you should take it off of your head, close the Oculus app on your computer, and then disconnect the cable from the headset.
- This should also turn off the Oculus Rift controllers — and you can always take the batteries out of the controllers to power them off.
- However, it is safe to leave an Oculus Rift in sleep mode for days or even weeks at a time (it won't drain much battery), and it should automatically go into standby when you take it off your head.
- Visit Business Insider's homepage for more stories.
The most important thing you need to know about turning off an Oculus Rift is that you really don't need to.
When you remove the headset from your head, it automatically goes into sleep mode, and in this standby setting it drains very little power.
The controllers will also go into sleep mode once you take off the headset, with their indicator lights shifting from solid to a gentle pulsing.
Check out the products mentioned in this article:
Oculus Rift (From $399 at Best Buy)
How to turn off an Oculus Rift
If you do want to turn your Oculus Rift system off completely, you can do that as well.
First, remove the headset, which will put it into standby mode. Then close the Oculus application on your computer. Finally, you should physically disconnect any USB power cable that is supplying energy to the Rift.
The system should now power down completely. In addition, you can always remove the batteries from the Rift's controllers to force them to shut down.
Related coverage from How To Do Everything: Tech:
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Touch oculus turn on
Motion controller system
Oculus Touch is the motion controller system used by Oculus VR in their Rift, Rift S, and Questvirtual reality systems. Three iterations of the controllers have been developed; the first for use in the original Oculus Rift, which uses external tracking, and the second one for use with the Rift S and the Oculus Quest, which use inside-out tracking, and the third, for use with the Oculus Quest 2, resembling the second models, but with the button layout of the first.
The Oculus Touch consists of a pair of handheld units, each featuring an analog stick, three buttons, and two triggers (one commonly used for grabbing and the other for shooting or firing), and features a system for detecting finger gestures the user may make while holding them. The ring in each controller contains a set of infrared LEDs, which allows the controllers to be fully tracked in 3D space by the Oculus Rift's Constellation system, allowing them to be represented in the virtual environment. Each controller features a rumble motor for haptic feedback, and is powered by a single AA alkaline cell.
The first iteration of Oculus Touch was revealed on June 11, 2015 with a prototype called the Half Moon. The prototype used the same infrared LED tracking technology as the Oculus Rift and included inward-facing sensors which could detect common hand gestures.
Since the Oculus Rift was initially shipped without motion controllers, the Oculus Touch was first released as a standalone accessory for the Rift. Pre-orders for Oculus Touch began on October 10, 2016, with priority granted until October 27 to those who had originally pre-ordered the Oculus Rift. The device was finally released on December 6, 2016. Besides the two controllers, this standalone bundle included an extra Constellation sensor, to accompany the one included with the first release of the Oculus Rift. Later, in August 2017, the standard Rift bundle was modified, the Oculus Touch, with its second sensor, became an integral part of the Oculus Rift bundle.
A second revision of the controller was released in March 2019, included with both the Oculus Rift S and the Oculus Quest. The most prominent modification is that, now designed to work with these devices' inside-out tracking, the controllers' IR rings were moved to the upper side of the device, to ensure their visibility from the headset's tracking cameras. Due to an oversight, the first batch of these controllers made it to developers and even retail including "easter egg" messages in the interior of their shell.
A third revision was included with the Oculus Quest 2, including a similar design to the previous controller, but with a white color and improved battery life. The controller has been criticized for being less accurate than the previous revision.
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