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Anybody know if Spatial Anchors will ever be enabled in PCVR? I would like to use my computer with link cable for better graphics. Currently I am using a Quest 2.
I purchased the the Quest 2 because of the Hype. Spent over 500.00 dollars on this expensive paper weight. Worked fine at first clear graphics beautiful. And then the updates and my quest the picture started jittering. I am not saying on occasion. Constant jittering to the point it was unplayable. I only use my Vr to play DCS. So I discontinued using it and went back to my Rift S. Now I have 500.00 dollar paper weight.
I am having an issue I believe is specific to the latest v37 release. I tried to update a v35 project to the new v37 and got the following error when starting up the project. I would downgrade to v35 again and have no issue. Each time I try v37 I get the following error on start up. Project crashes if I try to run. Failed to load OVRPlugin.dllUnityEngine.Debug:LogError (object)Unity.XR.Oculus.OculusLoader:EditorLoadOVRPlugin () (at Library/PackageCache/com.unity.xr.oculus@1.11.2/Runtime/OculusLoader.cs:237)UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes () I am using package manager and the oculus integration archive to get the v37 and v35 package. I have the Oculus XR Plugin and XR Plugin Management set up properly. I have tried with multiple unity versions 2021.2.10, 2020.3.22, 2021.2.5. I really want to try the interaction SDK but this strange issue is getting in my way.
stat FPS is pretty useless on Quest because it's such a tiny little bit of text. Any one know any other way to get an FPS counter on the quest? Is there some way we can access the value directly through code and pipe it into a widget?
So I’m having an issue uploading my app to app lab it just stays stuck uploading forever and never gives me any message or anything. But when I look at the ODH logs I see this..anyone know what could be causing this? Any help would be greatly appreciated! Thanks
Hi all, I added the ovrcamerarig to my scene as per this guide: https://developer.oculus.com/documentation/unity/unity-handtracking/ I added the OVRhandprefab ynder the left and right anchors. Everything works fine for hand tracking, but when I pick up my controllers, the hand models disappear and I have no hands at all. Do I need to set something somewhere to keep the hand models visible when I switch to controllers? Thanks
I have events that are meant to fire specifically when the Quest is put on/taken off. These have worked perfectly up until I upgraded the Oculus Integration to 31.0 (worked fine with Oculus Integration 29.0 with Unity 2021.1.10f1) Root cause [as far as I can see] is that the boolean at OVRPlugin.userPresent is not updated properly. Also, to be perfectly accurate: They fire once when the app is opened, then again when the app is closed or the headset goes into standby (pressing the power button, for example), but not when the Current versions:Unity 2021.1.16f1Oculus Integration Version 31.0Running on a Quest V1, v31.1.0.102.370.308659911 Anyone else experiencing this?Thanks!
Hello! I'm using FMOD, FMOD's built in resonance audio plugin and Unity. My problem is that I’m unable to get my audio to play over the oculus quest 2 speakers. I have a feeling it is to do with my project settings. I’ve tried to create a simple scene including an ‘OVRCameraRig’ (FMOD Studio Listener attached to the CenterEyeAnchor) and an FMOD Studio Event Emitter attached to a cube. When I press play on my desktop the audio works through laptop speakers//headphones but when I build and run the app to the quest I hear nothing…Perhaps it has to do with the audio manager of the oculus? My System:macbook pro running Big Sur 11.2.3FMOD Studio 2.02.04FMOD Unity integration: fmodstudio20204.unitypackage (ie. 2.02.04)Unity: 2020.3.26f1Oculus Integration: 37.0 Would appreciate any help! Thank you!
Hi, I want to use UE4 to build a "jogging in place" locomotion system. Could anyone please let me know where to start learning how to do this? I'm very familiar with coding; and I bought a few ue4 c++ courses on Udemy that are geared towards VR development such as the following: https://www.udemy.com/course/unrealvr/ But all of these tutorials simply demonstrate how to implement a teleportation system and nothing else. Where/how can I learn to build a jogging/walking in place type locomotion system? Thanks.
HelloI am trying to upload a virtual reality app for architecture in the oculus store via oculus developer hub.When I try to upload the app I get a banner with the following errors: ********************************************************************************** Your copy of Oculus Platform Command Line Utility is old. ** Version 1.67.0.000001 was released on Thu Oct 07 2021. ** Please use the following command to update it: *> ..\...\NUsersUsuario\NAppData\Roaming\Nodh\ovr-platform-util.exe self-update **********************************************************************************[1mValidating the compilation...[0mNOTE:Your manifest includes the following permissions restricted by Oculus:- android.permission.READ_EXTERNAL_STORAGE.- android.permission.ACCESS_MEDIA_LOCATIONPlease remove these permissions if they are not necessary for your application. If they are required, you must include a justification in the "Notes to reviewer" field when you submit your application for
Hey there,I'm using Unity (2021.1.28f1, URP 11.0.0) to build (Vulkan, Multi-Pass) for Quest 2.I'm desperately trying to get more perfromance for the application I'm making, as it's not reaching a constant 72 fps, but am stuck around 60 fps. I switched to Vulkan to be able to use Fixed Foveated Rendering and was hoping to thus gain the ~20% framerate increase I need. Unfortunately even though I'm GPU bound, activating FFR does nothing in terms of framerate, it just leads to a (barely noticeable) reduction in visual fidelity. Even at the highest level 4, I do not notice any speed-up, yet according to the Oculus Quest documentation the device should only have to render less than half the pixels! In terms of performance, his should be equivalent to reducing the camera's render target scale quite a bit, which, as I tried (reducing from 1 to 0.9) leads to the desired framerate of 72 fps.Now, I wonder: what is FFR really doing? The graphics in the docs indicate that only 46% of pixels (I
Hi, maybe im doing something painfuly wrong and obvious but im just not seeing it yet. What is currently happening is that an APK that worked on my previous oculus 1 in wich the game run good is now facing serious performance issues. The same game nothing has changed. The only this that has changed is the headset. In summary the build on the Oculus quest 2. Now runs at 1 FPS MAX and then proceeds to crash. And this is obviously something wrong with a setting or something that will make the build run fine on the oculus quest 2. But im just to much of a newby to see it. Btw the headset is fine. I have tried playing others standalone games on the quest and there is nothing wrong on that side. Another btw im on Unity 2019.4.25f1
Hello, When I try to upload a build through Oculus Developer Hub it just stays uploading infinitely. The upload loading bar starts and animates, but it doesn't go past that. Has anybody had a similar issue, and have any advice?
We're doing development builds to do profiling, (an Unreal 4.26 project) and it would be much easier if we could just download them from the store rather than copying them over the network. The same build that we're uploading runs fine if installed from the local version. But when downloaded from the store, it crashes:a null pointer dereference in FAudioDeviceManager::GetActiveAudioDevice() called from FOculusMRModule::OnInitialWorldCreated Anyone know what would cause this? Could it have anything to do with the apk name? I ask because usually we upload our development builds with the apk name format like this: GameName-Android-Development-arm64.apk Those uploaded builds will run when downloaded from the store, although we cannot do profiling on them for some reason. Today I changed the apk name to be GameName-arm64.apk which is the name it creates by default. With that name, the local version installs and runs, but when uploa
Digging around a bit and I'm wondering if there is anywhere I can get the read out of ASW (ex: 36/72, 60/120 ) while in the game. I know about logcat and OVR metrics tool, but I'd like to have my developer menu show me the readout in the application. I'm ok with it not being totally accurate as it's just for eyeballing purposes.In unreal while ASW is running, stat UNIT only gives me the cut down fps IE: 36 or 60 etc., so really just wondering if this is something I can source from the api or something. log cat points to VrApi jar file, but I can't open that to look at it. Any ideas? Do I even have access to this info from within unreal?
I tried out this Spectator Mode demo (https://developer.oculus.com/documentation/unity/unity-spectator-camera/) from the new Oculus Integration 29, but discovered that initiating the camera switch (with trigger) while casting will crash the app it was built with the "Development Build" option.
Hi everyone,I am newbie in Oculus programming and Unreal engine programming.I've just tried some samples of Oculus. I've downloaded it from https://github.com/Oculus-VR/UnrealEngine. Branch 4.27. I can create sample project myself base on https://developer.oculus.com/documentation/unreal/unreal-gsg-quest-quickstart/. The project work fine on my Quest 2. However, none of Oculus samples work on my Quest 2. (I've tried HandsTrainSample, HandSample and BoundarySample). They are just show nothing except dark. Do you guys have any idea? Thanks,
Our Applab submission has new reviewer feedback. We can't access it. Previuously we saw a text written by a reviewer. We cannot accessed this text any more - same as the current feedback.
Is there a way to auto cast to a device "TV" when the headset is turned on?
Hello,I've been working with the Spatial Anchors for some days and I have an issue that I cannot Query anchors by Uuid.Here are my 2 scripts:https://pastebin.com/19xe6YJK <-Managerhttps://pastebin.com/SRch1ugx <-Placement When I create anchors I save them and them am able to re-spawn them with the QueryAllLocalAnchors() function. This gives a callback to SpatialEntityQueryResults(), which in turn calls more functions to create and update the anchor. Now my problem is when I try to do the same with QueryAnchorsByUuid(), I am able to get the Uuid info from PlayerPrefs successfully, but it doesn't give me a SpatialEntityQueryResults() callback, in fact it doesn't get past OVRPlugin.SpatialEntityQuerySpatialEntity(queryInfo, ref newReqId); and the "Tick 4" debug log doesn't get called.I don't know if anyone else has run into this issue, maybe this is one of the "experimental issues" and perhaps someone could take a look at my script for fe
Hey there, I want to put an external camera on the quest 2 so I can get live view in unity for AR. You may be wondering why I would want this. I am working on making a psychosis experience. For this I need the real world with different kinds of effects. Do you guys know anything on how to do this in unity? Thanks!
Hello all, I am trying to use a combination of the XR Ray Interactor to interact with UI and the Oculus Custom hands to grab objects.. When I use the XROrigin with ray interactor and XR Grab Interactable I am to view the ray as well as grab objects (very laggy/glitchy though).. One major issue with the XROrigin setup is that they movement in VR is passing thorough the environments walls and objects.. I have tried applying Physics by adding Rigidbody components but it isn't very smooth and it is slightly uncomfortable when viewing in the headset.. So I am trying to use the OVRPlayerController with OVRGrab functionality as well as the XR Ray Interactor but the rays don't show up. I am not sure If I am missing anything.. any help on this would be very much appreciated... Thanks in Advance Platform: AndroidUnity version: 2020.3.27f1XR Toolkit Version: 2.0.1Oculus Integration Package version: 37.0
I want to display small Unity UI elements to the player that can change dynamically. I at first tried to just use a canvas set to screen space but it didn't render to the screen. I tried to use the OVR Overlay except I can't figure out how to make it lock to the player's head. Are there any solutions to the problem I am trying to solve? (Using Oculus Quest 2)
My game has an APK and 2 OBB files. My question is when I upload my app to applab do I put one of the OBB files under the assets tab and the other under OBB files tab? Also does it matter what their names are? I know the names have to match the project .APK file name but if there are 2 different Obb files is it ok to put 1 and 2 on the file name anywhere? Or will it mess it up? Thanks
I was playing around with the Oculus Integration Package for Unity along with Hand Tracking. I was wondering if it possible to have both Hand Tracking and the Controller enabled during the execution of the project. I was thinking of using hand tracking for the player to grab objects around them, and I wanted to use the controller, more specifically the location be translated in real time in the Unity environment and me, as the player, can walk up and pick the object which is my controller. Essentially, I want to use the location sensors in the controller and utilize those values within my project, while also using hand tracking. I know that when I switch to hand tracking the controllers turn off and vice versa so I'm a little confuused on if its possible, I talked to a Oculus Support Staff and they said it possible, but I was wondering if anyone here has tried it and found a solution.
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