Quest 2 now supports multi-modal input, aligning it with Quest 3 and Quest Pro.
Since early February, developers of Quest VR apps have had the capability to harness hand tracking alongside simultaneous control from either the Quest 3 or Quest Pro controller, thanks to Meta’s innovative Multimodal feature. The Oculus Quest 2 was previously limited to use with the default Touch controllers, but not its Professional controllers – until now.
The release of Meta XR Core SDK version 68 enables multimodal support for default Contact controllers on Quest 2, effective immediately. All current Meta headsets support this feature, potentially motivating developers to incorporate it into their projects. Currently, few, if any, Quest delivery apps support multimodal interactions.
Multimodal Enter
Since the introduction of Hand Monitoring four years ago, developers have consistently had the capability to create Quest apps that seamlessly integrate hand tracking with controllers, allowing users to effortlessly switch between the two modes whenever needed. Despite seamless transitions between modes being ideal, a brief lag does occur; conversely, when entering hand monitoring mode, the controllers vanish from view and their monitoring functionality ceases altogether.
As Multimodal’s controller monitoring seamlessly transitions to ensure continuous operation. Instant transitions between different enter varieties are possible. In a crucial breakthrough, multimodal technology allows for seamless integration of finger inputs with controller manipulation. The innovative feature has the potential to enable one-controller video games, such as GOLF+ and Walkabout Minigolf, to track distinct hands, provided that their developers incorporate this capability.
Controllers could, in theory, be connected to various body parts or physical components, enabling them to function as general-purpose tracking devices whenever required by developers. While potentially more effective with Professional controllers compared to standard ones, the setup’s efficacy is reduced by their typical occlusion from the headset’s line of sight.
Multimodal capabilities cannot be simultaneously enabled with distinct other options; similarly, features like Inside-Out Physique Monitoring, Quick Movement Mode, and new Broad Movement Mode, as well as tracked keyboards, are mutually exclusive. Should builders choose between ‘it’ or ‘them’?