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-> Source FR <-I followed this site that says since 2021 we will have access to the camera overlay with the vr content we are watching(with its personal opacity setting) in order to always keep an eye on what we are doing... what about it? I think this is now a very simple feature to implement, but most importantly very important and should have been available for a long time, why make a dangerous device when it can allow you to keep an eye on your environment while you play... personally I would like to stop bumping myself during my sessions....
I'm trying to update my project to use the new meta avatars 9.0, but we need to keep the OVRCameraRig. When the avatar appears the head tracking works, but the wrists only move if you use hand tracking and not controller tracking. I'm using the AvatarSdkManagerHorizon prefab.
We just shipped our first game built on the Unity XR Plugin architecture, and ran into a few gotchas that took a while to work through. Sharing here to hopefully save others some pain. Even though the plugin works great in the editor, you will still need to install the standard Oculus plugin in order to pass the VRC process. In particular, you'll need the standard plugin to call entitlement check: https://developer.oculus.com/documentation/native/ps-entitlement-check/?locale=en_US&device=QUESTAlso, events like focus lost, HMD mounted, etc. are not fired with the XR plugin alone, and the Unity events aren't fully functional (yet). To fix this, you'll need to have an OVRManager component active somewhere in the scene. This also solved an issue where the Rift would not exit when the user chooses to quit through the dash.Hopefully these will get fixed over time, but that was required with the current setup: Unity 2019.4.9f1, Oculus XR Plugin 1.4.3.
Hi everyone , I want to know if i will be able to build UWP windows 10 application for PC using Oculus Rift cv1.Thanks !
The name already pretty much sums it up, out of the box, I can open, build and run the samples in the Mobile SDK in Android Studio, but only ever in Debug mode. Bringing up the window for Build Variants, I can try to select the Release build variant, but after the task with output "> Configure project :VrSamples:VrCubeWorld_SurfaceView:Projects:Android", it immediately switches back to debug. From within the respective directories, I can run "build.bat" just fine and I can also switch to Release without problem on my own, custom-made projects. Any ideas what's wrong / can someone corroborate? I btw think I tried everything suggested for "can't switch build variants" (invalidate the cache, restart, delete .idea folder, doesn't help, the problem occurs on a freshly opened project).I have to mention that I'm new to both Android and Gradle. In general, I would guess the Gradle job somehow fails internally and Android Studio reverts the selection, but the output I am getting is not
I'm having trouble getting the thumb up trigger to work correctly after migrating to the OpenXR API. If I use the …/input/thumbrest/touch it is only the flat space without buttons that trigger the action. I can of course combine …/input/thumbrest/touch, …/input/thumbstick/touch, …/input/x/touch and …/input/y/touch to check if the thumb is not touching anything, but there is another issue as well. …/input/thumbrest/touch is a boolean action which is only true when the thumb is completely in contact with the thumbrest. The old ovrTouch_ThumbUp seemed to be trigrgered when the thumb got a certain distance from the thumbrest. So you actually had to put the thumb pretty far up before the in game hand would do the thumb gesture. How do I replicate this behavior with the OpenXR API?
I previously developed in Unreal using my Quest 1. Now I've bought a Quest 2 and it is in dev mode. When I plug it into my computer I get the pop-up on the headset to 'Allow access to data' and I say Allow. I don't get 'Allow USB Debugging' pop-up like on I do on the Quest 1, even though in Settings on the headset, under Develop, I have 'Allow USB Connections' togged on. Also, on my mobile app I have Dev mode turned on for the device. When I plug in the headset to my computer, it says 'device was not installed properly'. I remember I had this problem with the Quest 1 but can't remember what I had to do to fix it. I think manually selected the drivers but can't remember the steps. Anyone know? In my Device Manager, under 'Other Devices' I see 'ADB Interface' with a yellow exclamation mark...I think it had something to do with that. Edit: ok got it working. I had to go into device manager and add legacy hardware for samsung phone (set it to Oculus) under the Action menu dropdow
We have a number of songs to play into a VR experience in development and we have questions of legal nature. In addition to having permission from the author to use these songs, is there any other process required by Oculus? Are there any other requirements to meet in the Store and prove that we have that permission?
Last night I tried using OVRPlugin OpenXR and Native OpenXR as XR API in my project. Turned out that capacitive touch events on Oculus Touch controllers don't work with OpenXR 😞I am using Oculus fork of UE 4.27.2 with 1.70 integration (the latest available from Oculus for UE4 devs). Here is the setup: When touching thumbstick, nothing happens. When moving finger toward trigger and then touching it, value always stays at 0.0
Hello everyone.I created a simple scene with some hand tracking and added a "Interactable Tool Creator".It creates some finger tip poke so I can interact with buttons but the tip does not follow my index finger tips.Here is a video recorded on the Oculus Quest and a screenshot of my project scene.Video : https://imgur.com/a/snM3ms6
Hi, Is it possible to detect when earphones are plugged in to quest 2? does this raise an event or in any case, is there a method that I can use to detect the presence of earphones? Thanks
must I buy oculus device when I want to develop an oculus vr app? can I develop my app by cloud testing or elmulator, who can help me answer my doubt, thanks very much
Any eta for an oculus UE5 on https://github.com/Oculus-VR/UnrealEngine
I have to use the Login with Facebook function using the Facebook SDK in Unity3D.It works normally on Android phones.But in the Oculus Quest, the loading indicator is loading infinitely where the FB module should come out.Does the FB SDK work in the Oculus Quest?I want to know how to use Login with Facebook function in the Oculus Quest.
Hello I'm ProCheese and I have a problem with the Quest 2 Recording. The recording I believe is Something like 1600x900 and 30fps Which is fine but the problem is when you turn your mic on for the recording your voice is so quiet. You can barely hear my voice when playing shooter games and I'm a pretty loud talker. The way I'm solving this problem right now is casting my quest 2 to my pc and having quest 2 mic turned on but I would go into the game settings and turn the game volume to 15 to 20 so my mic and game volume would sound close but sadly not all game support changing in game volume. Only game that i can stream/record Right now is Re4 and Medal of honor but I have lots of games I want to stream so i would suggest adding a option to adjust the mic volume on the recording or something but I really hopes this get solved soon because I don't want to have a limit to what games I can stream.
I am using XR rig with custom hands that are ready prefabs with all needed scripts and animations. They are tracked correctly on Oculus BUT when I press any key there is no animation on the hands and NO movement of any finger. It looks so cheap! This is official asset and it is not working? Can someone tell me what is going on?
Hi,I would like to know whether PCVR app (developed with native SDK) can run on quest 2 via quest Link. I am developing PCVR app but Rift and RiftS is hard to get now so want test the app with quest2. Any comment is appreciated.
Any news about letting PCVR use handtracking? This is a key feature for simulators with real steering wheel or HOTAS.
I integrated the Firebase Unity SDK v8.7.0 for Firebase Storage and confirmed it works, but after setting it up per their documentation (https://firebase.google.com/docs/storage/unity/start) I got a security vulnerability failure, "GCP API Keys Exposed in App": This appears to be due to the 'google-services.json' file that Firebase provides when you set up your project. Firebase asks you to put this file anywhere in your unity project. This file does contain an API key. But according to Firebase, it is "used when calling certain APIs that don't need to access private user data" and Firebase requires this key to work. See here: https://firebase.google.com/docs/projects/learn-more#config-files-objectsHow can this issue be fixed so that my app passes the security vulnerability test?
Hello, I'm using the OVRInputModule eventsystem to have controller interaction with some UI elements. When the Quest 2 is stationary everything works fine. When I move my Quest 2 around it stops getting hits with my UI elements (It also happens with none UI elements) and it never works again until I restart the game. The same behavior happens when building and running the game directly on the Quest 2.I was using the Oculus Integration v37 and update to v39 didn't fix it.I don't do anything special when moving the headset so it seems to me that it's a bug with the OVRInputModule. Does anyone have a solution for this?
Hi everyone,my game - "Koord Coach" - just got published on App Lab:https://www.oculus.com/experiences/quest/5097554840287261?ranking_trace=1826624514247285_5097554840287261_SKYLINEWEB_9604b4ca-8b2d-48ac-8eac-bd36e40f4979&utm_source=https%253A%252F%252Fwww.google.com%252F&utm_medium=organicsearchGame description:"Train your reflexes, cardio and coordination the fun way with Koord Coach. All events in the game happen randomly, ensuring that no two play sessions are the same, to make sure you stay on your toes.Koord Coach has three different game modes:1. Cube activation2. Block Incoming Objects3. EnduranceEach game mode has two or more sub-game modes for additional variation.Various difficulties and game duration setting options allow you to tailor the game to your wishes." try the game out and let me know what you think, it is currently free!
Hey guys, more of a broad question looking for thoughts. I was wondering if it's possible to emulate the HID profile of the Quest 2 Touch Controllers. I wanted to write a program that allows something like the Virtuix Omni to work with Quest 2. I'm a Bluetooth noobie so let me know if I'm on the wrong track here or if there's an entirely better or alternative way to accomplish this. Thanks for any guidance in advance.
Is it possible to have 20-25 pieces of quest2 connected to the same account for teaching VR-development. The classroom setup is 25-30 gaming desktops preinstalled with Unity and oculus software. I want a solution, in which the students enter the classroom and makes an unity account. After that they should be ready to connect via link and develop their first game. So far a lot of time has been wasted on seting up the heasdseats. If another student has locked the headset, they first have to reset the headset etc. Maybe someone can suggest a better soultion?
This is with Oculus Integration 39, the console will show:[OVRPlugin] [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrEndFrame(m_xrSession, &frameEndInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:4669UnityEngine.Debug:LogWarning (object)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1532) [OVRPlugin] [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrReleaseSwapchainImage(swapchain, &releaseInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:5216UnityEngine.Debug:LogWarning (object)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1532) [OVRPlugin] xrReleaseSwapchainImage() failed: XR_ERROR_VALIDATION_FAILUREUnityEngine.Debug:LogWarning (object)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1532) [OVRPlugin] [XRCMD][failure] [XR_ERROR_VALID
Hello, is there a workflow for optical identification like scanning a QR Code or barcode or something similar? We would need this feature for Oculus Quest 2 in Unity. Thank you very much for your answers and ideas in advance!All the best, Robert
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