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whats the secret do i just create an empty game object and attach it to the object? or do i change the origin point in maya? how do i change the origin/grab point of an object in unityand how do i change the contact point/grab point of the hands for the oculus touch controllers like if i want to pick up an object thats super small by pinching it with two fingers and i want it to make contact at the thumb and pointer fingerdont want to get to far ahead of myself either but how do you make the hands not go through object but just act more like solid hands on an object and mold with the object? i'll probably make another post for this
Hey so I am making a VR game and recently the scene out of nowhere just broke in the ingame build. I have looked in editor and test played in editor but it is normal in editor.The weird thing is this seems to happen in every scene except a couple.In Editor: Ingame:Video link if it doesn't work tell me!I am trying to build the lighting to see if that helps but idk if it will just seeing if anyone knows what I could do.Graphics API: This is the third platform I am trying to get help on hopefully the last.
Say, you have a game where a user can design an alien, or a logo, and you want to let them save their design to the cloud so they can access it later either1) in another gaming session2) on their computer3) in another player's gameIs there a way to access cloud storage, etc. e.g. Steam has "Workshops", and android phones have things like "Share to Google Drive", "Save to Gallery".What are my options on the Oculus Quest?BTW, I'm using Unity and c#
I want to prevent ODH from importing all the media files on the device into the PCA large number of video media files are stored on my quest2. After connecting ODH, these files will be copied to c:\users\xxxx\appdata\roaming\odh\device-media.This takes up a lot of disk space on my PC. I don't know how to prevent this copy.Can I change the directory to another disk?
I"m not a Pro Pro developer just a hoby guy very little experience, and i'm just making small little game or trying.Well i happen to have a 980ti graphics card and it's not supported, the LINK cables dont suport it. People said that i would be able to use it , but doesn't seem like it.Any tips on how to develop blindly. I can still do it but i have to kind of plan more and try to make less mistakes so i dont have to keep pluging it with the included short little cable and buildling and sending the game again.
I am struggling with this problem for some time and I have no idea how to solve it.I am a bit basic if it comes to the Java. I am using Unity to develop my app and I have problem with mouse connected to the android device via OTG usb. The problem is:When I move the mouse pointer on the edge of the screen then I cannot get a mouse delta position, it always return 0 (but I really need to know a mouse delta position all the time even when the mouse pointer reach a screen edge).On PC on other hand it works fine even if your mouse pointer reach edge you still can read the mouse delta position here is a video: https://streamable.com/bhipjyI was trying to read it byInput.mousePositionInput.GetAxis("Mouse X");Input.GetAxisRaw("Mouse X");I tried also:Cursor.lockState = CursorLockMode.Locked;Cursor.lockState = CursorLockMode.Confined;But none of these work on android, receiving of mouse delta position stops after mouse pointer reach the edge of the screen.Here is a video: https://strea
Hello everyone i'm using the oculus Go headset , and i want to open a game which i created with only coding and in order to do that i need the game's file path , where it has been downloaded in the headset in this case in unknown sources , but i don't know how to get it ,my question is does any one know the full file path of the unknown sources ,it would really help me thanks in advance
When i tried to package project, plugin gave me this error:"Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module."What should i do?
I started oculus test scene "BasicGrab" in build. Steps to reproduce:Build the application with "BasicGrab" scene -> Run it on oculusGrab an objectPause the appResume the appTry grabbing objects again
Hello, I am having very new to developing for oculus and already tripping on the first step. I just cant seem to get verify entitlement to succeed. I am using unreal engine 4.27.2.I have already1. Enabled Oculus Online Subsystem2. Added the following lines to DefaultEngine.ini and AndroidEngine.ini [OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId="1234567891234567"RiftAppId="1234567891234567" What did I do wrong?
Our application is logged into APPLAB.For new users, after the first download, after entering the game, call up the Android save menu and select Confirm, the game save function is still unavailable.But if the user,After launching the game for the first time, when you see the start menu, keep going back until you quit the game and launch it again. You can use the save function of the game.We tested, if you use ODH to install the APK locally, this problem will not occur, I don't know if there is a problem with the settings.Have other developers encountered similar problems?
hbh
Hello, I have using Unity 2019.4.1f1 version and ovr plugin 1.52.1 . i have build a alpha version, upload it via website and fill all terms . you can see all green ticks. my problem is when i try "Submit to store" i get this error. Any suggestion?
Hi Everybody. I set up my Scene, i stil dont make a game, it's just practice. I first saw VR Optimization ttechnique videos to set the best Unity settings, but i foud another better video i will set them better today. but so far whathappens is the Skybox HDRI images flashes and then also disappears. Why and what can i do to avoid that? ANd also i am walking in VR in my city and in some areas it lags, in others it's smooth movement. I wonder why? And also i'm using URP and there's strange things happening. Before starting to do VR i never used URP , but now i have to use URP and like the Terrain (unity terrain) system..for some reason the terrain material looks smooth very smooth and reflective, it looks like if it was wet. I tried changing the material but its' dimmed. so i cant change it. Also, with URP i import my characters, and their clothing is invisible, it alternates between inivisible and visible( this in in the editor) but i dont understand why it does tha
1.I need a double check way on server to confirm user‘s IAP payment status.2.And also need to let my user view their payment record of my app IAP on Oculus APPLAB.Is there some ways to get the payment callback and payment list by server to server. How can I know the Revenue and Details of IAP by the Oculus DashBoard?Thanks!
Hello there. so i have got a story driven game in the works for Oculus quest platform. I am planning to put up a free demo so that people can try it out. Now the demo wont be a beta, but just the first few levels of the game. I would like to release the demo first and then the full paid version of the game after 2-3 months. How can I do this? All I see in the release channels are alpha, beta, RC and production platform.
Hello i posted before not knowing what i was doing cause i'm just a begginer. now it's been a few days I figured out how to see my hands in the game and show the controllers and send my game to the Quest 2. coolll.. But it's still not a game cause i cant even move. I am using OVRPlayercontroller. It's the same as regular flat screen games character controller but for some reason it's not moving when i press the oculus touch? Any one know why it doesn't move my self( player) around the scene. ? It also does't turn around( Snap turning) even though it has snap turning selected in the options. I use Unity 2021.1.28f1Thanks if can help
Hello,I am developing a game in which I'm in need of being able to type polish characters such as "ą, ę, ż, ź, etc." on system keyboard.Is there a way to enable polish characters there?
Hi, I'm not seeing the XR_FB_render_model instance extension in the list of supported extensions on Quest 2. XR_KHR_android_create_instance SpecVersion=3XR_KHR_android_surface_swapchain SpecVersion=4XR_KHR_android_thread_settings SpecVersion=5XR_FB_android_surface_swapchain_create SpecVersion=1XR_KHR_opengl_es_enable SpecVersion=8XR_KHR_vulkan_enable SpecVersion=8XR_KHR_vulkan_enable2 SpecVersion=2XR_KHR_composition_layer_cube SpecVersion=8XR_KHR_composition_layer_cylinder SpecVersion=4XR_KHR_composition_layer_equirect2 SpecVersion=1XR_KHR_composition_layer_color_scale_bias SpecVersion=5XR_KHR_composition_layer_depth SpecVersion=5XR_FB_color_space SpecVersion=2XR_EXT_performance_settings SpecVersion=3XR_EXT_hand_tracking SpecVersion=4XR_FB_display_refresh_rate SpecVersion=1XR_FB_swapchain_update_state SpecVersion=3XR_FB_swapchain_update_state_opengl_es SpecVersion=1XR_FB_swapchain_update_state_vulkan SpecVersion=1XR_FB_swapchain_update_state_android_surface SpecVersion=1XR_OC
I found a few posts asking about this but none of them went anywhere or solved the issue. Your left tracked hand has a menu function that loads up on a small circle. Is there any way to actually use that in app? Is there a callback or a button press to detect for the input? I would like to open a menu using that interface but I cannot find an example anywhere of someone being able to use it properly. I have gesture detection working for pinching and other things but I would like to hook up to the Meta interface for having a delayed input on opening the menu.Any help would be much appreciated.I am in Unity 2020 using OVR v1.70 SDK38
I thought it could be nice to have a thread with interesting videos for devs using the UnrealEngine. Please add your links with maybe a bit of background to the video.RoboRecall - Drifter converted the original desktop version of RoboRecall for Quest. The video is from the UnrealDevDays in 2019. A 40 minute talk about debugging and optimizing. https://www.youtube.com/watch?v=o-6EMTjzvns
Hi all! Grabbing not working when I open meta menu panel, how can I fix it with using Unity and Oculus Interaction SDK?
About a week or two ago, I've been having a recurring issue while using my Quest 2 to play PCVR games using the Link Cable. My frame rate is fine when I start up Oculus Link but as soon as the Oculus Rift Home loads in my frame rate drops to roughly 2-3 fps (I've checked this using the Debug Tool with Performance HUD). If I start up a game or load into the SteamVR environment, everything is back to normal except if I use the Oculus button on the right controller to open the overlay, with causes the frame rate to drop again and making it unusable.
Hello, I am using Unity 2020 and Oculus Unity Integration SDK 33. I cannot get the OVRPlayerController to move with the OVRCamera prefab. I would like to know if this is even a possibility any more - the CharacterCameraConstraint script has been changed significantly. I have tried setting up the CharacterCameraConstraint, the SimpleCapsuleMovement, CapsuleCollider and RigidBody onto the OVRPlayerController and it still does not work. In the locomotion example scene the OVRPlayerController also does not follow the camera. I could not find any documentation for how room based locomotion is supposed to work. I know this worked fine with previous Oculus integrations. Has this feature been removed on purpose? If yes why? Kind regards,LordSlimeball
Hi, I get strange image tears on Quest2 when the framerate drops under 1/2 of the refresh rate. For example here is a 30° snap turn :I narrowed it down to the Asynchronous Spacewarp (the reprojection made by the Oculus OpenXR runtime) using Oculus Debug Tool, since there is no problem when disabling it through the Oculus Debug Tool and launching the game with it :I use a build of my game on Windows10 using Unity 2021.3.7f1 (last LTS), Universal Render Pipeline (Dx11), OpenXR Plugin 1.4.2 (last version installed from the XR Plug-in Management).1) Any idea what's happening there or how to fix it? My understanding is that the last received frame should be reprojected indefinitly until a new one is received, but should never tear, so this is bugging me. The pipeline uses the default forward renderer so there should be no motion vectors sheninigans.2) Is it possible to disable ASW for a few frame, or for the whole build I ship?
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