You can find more information about how to get the best Playspace Mover for Quest 2 in my blog post: How To Get The Best Playspace Mover For Oculus Quest 2. If you want to place the playspace Molder using software, then you should use tools such as Unity or Unit圓D. If you want a traditional play space Molder, then you should use the standard magnets on the back of the Oculus Quest 2. If you have an older model, then you may want to choose a new model that is compatible with your Oculus Quest 2.Īfter that, all you need is to decide on the type of playspace Molder. After that, it’s important to make sure that the playspace Mover is compatible with your Meta Quest 2. Next, it’s important to find a reliable company that will provide you with the playspace Mover. Touch Controllers Device ID is not neatly formatted in Device Issues.Image – KittyKingTV Best Playspace Mover for Oculus Quest 2įirst, you need to determine what kind of playspace Mover you need.note This is for the hybrid tracking/non-steamVR Users that have issues using Space Drag, Enabling should allow these users to use it without issue.Added option in Settings to Allow motion while in uncalibrated playspace.Thanks to for bringing it to our attention and creating fix.Note: This is a work-around forcing the tracking universe to be "standing" on our end, it will change in the Future.Added option in Settings to Enable better Support for OpenXR.If you have other Types of Dongles, and would like to run some tests to see if we can uniquely identify those as well please reach out.
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We Currently Recognize 2 unique types of dongles headset and Tundra, all other dongles are seen as standard dongle These are tested to include HTC's and converted steam controller dongles.this tab Displays the Amount of SteamVR dongles you have and in-use, as well as to what dongle the Controller/Tracker Is Bound to.In SteamVR tab There is now a "Device Information" tab.Should now be considered deprecated, Everything will continue to work as is, It's more a matter of support if specific features break for WMR only they will not be receiving updates.Auto apply chaperone profile causes room setup to pseudo-launch, it will disappear in ~30 seconds, you can close it, or launch games over it.Closing The Desktop Window WILL NOT save settings, either exit VR or exit ovras through settings->shutdown option.In some set-ups when you start to "drag" you may "jump" a little bit - this should be same as current behavior, and I'm investigating, creating and applying a chaperone profile fixes this issue if it bothers you.Chaperone Profiles Will have to be remade.Removed Simple Recenter Was not exposed to users, and was just dead code.Made Some Minor Changes to Space Drag code to optimize it slightly.Removed adjust chaperone This Feature is no longer required due to recent-ish changes to chaperone behavior from Valve.Removed old-style motion This was mostly a legacy feature, and with testing I don't think this feature is required any longer.initialization Changes - Will now retry SteamVR initialization if it does not work - this may not work 100% as intended and is something to watch, this may fix some of the automatic crashing users were having.This fix should mainly effect non Lighthouse users. Space Drag Changes - Removed some checks to fix an issue where users could not drag out of the box.
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Power Button launches SteamVR in SteamVR tab added toggle to change steamvr setting on whether or not controller button will turn on steamVR.No HMD Toggle in SteamVR tab added toggle to change steamvr setting to not require an HMD.Added F13-F19 as Keyboard Options via G3-G9.Bindings Tab on Desktop this will now open your default browser to the SteamVR binding interface, it varies slightly from overlay version as you will have to navigate to OVRAS instead of being dropped directly on the screen.
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