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Hey,I wanted to implement locomotion for controllers and hands. While the locomotion works fine with controllers, the hands do not move correctly. I am using the rig included in the SDK used in the samples scene:("HandVisual" and "HandSynthetic" behave the same, I tried both) When moving or rotating the rig the colliders and pointer pos etc. are all correct, but the visual moves faster than the rig itself. For example: if I move the rig 0.3 in the Z direction, the hands look like they are at 0.6 in Z direction.You can see this behavior in this image: The settings of the hand visual script are the default ones:Changing them completely breaks the hand position (they are stuck at 0,0,0) and only the fingers are updated. Maybe someone can help me with this. SDK Version: v37 for Unity
Hello, Developers! I have managed to upload alpha build through the Oculus developer hub(ODH). I downloaded this build and tried to run it, but I couldn't proceed during the loading process. do you guys have any clues? 😅Little more info about my settings1. If I launch directly from UE4 editor, my apk works fine in quest2. I have followed step in quest2 + UE tutorials in OVR, except for some rendering settings due to art direction (multi-view: off, Mobile Hdr: on, MSAA: off)
Had an app working with hand controllers and animated "CustomHands". Suddenly the hands stopped animating and I checked the blend tree where I found all the animation references had been removed. All the hand animations had been changed to "humanoid"....no idea why. Now, I can't switch them back to generic which seems to be what they are supposed to be based on my other project where they are still functioning normally. I am working in 2020.3.20f1 and I have another project where the hands still work so I copied the animation folder with meta files over to the non working project but of course Unity instantly overwrites them and screws them up again. I am out of ideas. I also tried replacing the entire directory for "\Oculus\SampleFramework\Core\CustomHands\" but it did nothing. Anyone else seen anything like this?
Posting here in case someone is encountering the same issue or can knows a fix. We've created a build of our app (Unity 2021.2.8f1) and loaded onto a consumer and enterprise Quest 2. Loading the build on the consumer device loads properly, however on the enterprise device the app crashes during loading. Looking at both logcat logs the only difference between the two I can see are Consumer device reports VrRuntimeClient: RUNTIME VERSION = 37.0.0.147.112 Jan 22 2022 20:15:02 RELEASEEnterprise device reports VrRuntimeClient: RUNTIME VERSION = 29.0.0.271.370 Dec 14 2021 20:15:48 RELEASE And the consumer device calls VrRuntimeServer: CreateTextureSwapChain:https://gist.github.com/jkredzvr/2df6306a1708d004b980c034da804d4e where as the enterprise device calls VrRuntimeServer: CreateAndroidSurfaceSwapChain: before throwing a null exception and terminates the apphttps://gist.github.com/jkredzvr/120e7bfdf1317c9c7681c576cea56845 Does anyone have
Hi,I'm trying to implement Speech Recognition in my app with CoquiSTT. To work properly, this STT needs model files with .tflite and .scorer extensions. In script, I need to have a string with path to this file. So, I need to include this file in the build for Oculus Quest/Pico Neo, and then I need to know where these files are so I can access them from code.When I am working in Editor, I just put the files in some folder and access these files with Application.dataPath + <folder I put them> and it's working fine.But what about builds for gogles? How can I include some files in the .apk in the building process in a known location, so I can access it via code?I tried putting these files in Streaming Assets folder, and then access them through Application.streamingAssetsPath, but it's working only in Editor, not working in .apk builds uploded on Quest.I read about Application.persistentDataPath, which is pointing to /storage/emulated/0/Android/data/<packagename>/files, b
4.26, trying to get Agora voice plugin working. Was getting great audio back from the desktop but nothing from the quest. I attached an audio component to the character and went back in only to find that even when I'm nearly shouting the audio being returned to me is super quiet. I'm assuming this is why I'm getting nothing from the quest, the audio is just too low. Any idea what is going on here? I tried boosting the volume on the audio component, no change. Mic isn't muted and there is no way to modify the mic volume in the quest that I can see. I have 2 quests sitting here and both are acting the same way which leads me to believe it's not a hardware issue.
Unity: 2020.3.18f1 Hello, I am developing an application in Unity and running it on the Quest 2. It is initialized after Runtime with XRGeneralSettings.Instance.Manager.InitializeLoaderSync(); XRGeneralSettings.Instance.Manager.StartSubsystems();And I am am able to enter the space and move around and jump, but when I provide input through the triggers, the headset seems to crash; it fades to black and the hourglass appears forever. I have not assigned anything fancy to those inputs; I don't know why they would crash. I have android Dev set up and am usingOculus XR PluginOpenXR PluginXR Interaction ToolkitXR Plugin Management.I am also not able to exit VR smoothly; the headset crashes but the app continues to run in unity engine. Can anyone provide any guidance? I am new to VR dev.
Hi, I am developing an interactive installation in Unity 2020.3.25f1 for a Quest 2 in PC VR mode. My project has two cameras, one for the headset and one that is used by a video projector. I've enabled PC audio in the oculus app so that there will be audio on the second display, but there are times when the headset will be inactive and currently this deactivates the PC audio. I've tried switching my audio listener to the non-vr camera but that doesn't have an effect. I'd like the audio to continue on the projected display when the headset is inactive. Please let me know if you have any suggestions,W
Hi! The title basically gives it away - I am trying to find out if Quest 2 supports hardware accelerated decoding of OPUS audio codec. I can't seem to get this info anywhere. Any help appreciated. Thank you!
i just download the pack for unity my thumb got twisted and even can't move can anyone tell whats happened?? i can't fix it
I'm currently developing an app that uses the Meta Avatars SDK and I have the problem that I don't have two oculus quest 2 to test and I need them because the meta avatars needs a userID to get the avatar, so I keep asking other people to help me with the testing but is really awkward. how do you usually test this things if you dont have another oculus?
Hi 🙂 I am developing with the new Interaction SDK and have been trying to map the transform and rotation of the hands to other values, but they are not updated during run time and they are always at 0, 0, 0. (The older one, which is the OVRHandPrefab, does update Vector 3 in the Inspector which outputs GameObject.transform.position dynamically). I would really appreciate it if someone could help me out with tracking the vector 3 of hands in real-time! Thank you! All the best,Chen Liu.
Hello, I managed to render the Oculus Quest2 model provided by https://developer.oculus.com/downloads/package/oculus-controller-art/ Now I wonder how to highlight the individual buttons, please provide some hint or tutorial. Thanks
Hi, I am using the new Interaction SDK for a sample project. In the right hand gameobject, the HandRayInteractor have some bunch of mono behaviours attached to it. I tried to make the hand ray interactor cursor visible all the time. Right now, the cursor is visible only when I point my hand towards an interactable object. I tried changing the "Interactive Active State" component's Property value to Everything. But it didn't work. Can anyone help?
I have a Quest VR app that has its own portable scene file format (*.VRPZ) (VR Package Zip file), and want to allow Quest users to share scenes they create via email attachments - In Quest browser you can open GMail.com. When the user gets sent a vrpz file an attachment/link in the email (like the way Zoom links work) and they click on the link/attachment, the scene is supposed to be opened up in my app. Is it possible to associate my vr app with the .vrpz extension ? I tried adding intent-filter tags to my AndroidManifest.xml, but when I click on a .vrpz file in the email in Gmail in the Quest browser, I don’t see my app under the “Open with…” button. How can we enter VR rooms from Quest gmail the same way we enter Zoom meeting rooms from email links? Thanks!
Hi!I've tried with clean installs of Unity 2019.4.36f1 and 2020.3.30f1, both with the same issue. 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 () Same issue as: Oculus V37 OVRPlugin.dll not found issue Except that I started out with a clean install of Unity and directly with Oculus Integration V37. They say in that thread that the issue will be solved with V38, but I was wondering if anyone had found a solution that works now, until V38 is released? I am very eager to start with my new project, but can't until this is solved. Anyone managed to do something about this issue?
Hello people. I am currently developing a game for the Oculus Quest 2 and I have a problem with one of my shaders which sometines works and sometimes doesn't (randomly) when launching the game on the device from the editor. I have another shader which is very similar and works perfectly at each launch. Does someone happen to know how to fix this? Thanks a lot.
A peaceful game where you have to put on a headset while in a headset this game will be about peaceful levels of virtual reality until it takes a big turn virtual reality begins to spill into the real life you have to fight off computerized robots and virus’s you have to find a way to put virtual reality back in its place on your in-game headset you then beat the game after countless hours of playing then a cut scene takes place and you turn your headset off in game and without looking it starts turning red as a virus crawls out of the charging port then comes game 2.
I think it would be cool to bring in old games and more board games such as: Tetris, Super Mario, Mario cart, LIFE, Pokémon (please please it would be so cool to go in and explore that), even something dance dance, a game that has all sports, and even Minecraft. These are such original games that so many would enjoy.
This question has been translated by Google Translate. I am currently working on converting a project that was developed with Oculus (OVR) as a platform to OpenXR(ex. WMR, SteamVR, Oculus, etc..). The lipsync function provided by OVR was used in the previous project, but as a result of checking Unity's OpenXR official documentation, we found that the Oculus Integration (OVR) function cannot be used when Oculus is applied as a Runtime. I want to use only the functions of the lip sync plug-in included in Oculus Integrate, is it possible to use only that plug-in in OpenXR? 😞
Through testing we've identified a weird issue with the quest 2. As per my understanding, 1 unreal unit = 1 cm, so a 9 meter wide square should be 900 units wide. In testing this setup, we've observed the following: We have a calibration method that lines up the virtual world with the real world around the green circle. We've verified this works by observing and checking it after calibration and trust that it is lined up properly. As we begin moving around with multiple users by the green circle, players physically are in sync with their virtual avatars. However as we approach the red circle, we become incredibly out of sync as much as 40-50cm offset. As we return to the green circle we come in sync again. We have a local multiplayer server that we run to share location. As we're only moving around via real world walking, we have no movement component.After aligning the the virtual worlds, all players virtual worlds would be in sync. So we simply have the client report their world
Hello,I am facing following error on "Save Draft" click after filling "details" data for an app. I tried this with 2 different apps but same problem is coming from both apps. MessageGraphQL server responded with error 1891458: The data you have provided has been blocked by our systems. Please ensure your data is correct, and try again. If your data is correct, please contact support. Error Code 1891458 Trace ID By6KSh96CP2
I'm trying to get meta avatars to work and I've followed all documentation. When playing the sample scenes from Avatars 2 my avatar moves perfectly but pressing any buttons causes a loading screen to appear and I get this error: [ovrAvatar2 sampleAvatar] Error initializing OvrPlatform. Falling back to local avatarUnityEngine.Debug:LogError (object,UnityEngine.Object)Oculus.Avatar2.OvrAvatarLog:Log (Oculus.Avatar2.OvrAvatarLog/ELogLevel,string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:101)Oculus.Avatar2.OvrAvatarLog:LogError (string,string,UnityEngine.Object) (at Assets/Oculus/Avatar2/Scripts/OvrAvatarLog.cs:159)SampleAvatarEntity/<LoadCdnAvatar>d__21:MoveNext () (at Assets/Oculus/Avatar2/Example/Common/Scripts/SampleAvatarEntity.cs:134)UnityEngine.SetupCoroutine:InvokeMoveNext (System.Collections.IEnumerator,intptr)
Hi there, I'm not entirely sure that this is where this suggestion should go, but I've learned that there is no way to remote lock my Oculus Quest 2. If there were, it might deter theft of the device or help parents manage their children's usage...remote password change would also help.
I am doing a project where I would like to mount a depth sensor such as a 3D depth camera, sonar or Lidar onto the HMD, to detect obstacles in real time and then represent them as point cloud data or 3D meshes onto the display. This way the wearer can navigate more safely. It is important that I can scan and represent the objects as meshes dynamically in real time and not statically scanned beforehand. Then I would have meshes change colour based on the user's distance from that object. Bear with me as I am clueless on how to start and never used sensors or created an algorithm for the Oculus quest, used unity or anything of the sort. For example would I need an adruino/ rasberry pi to for the depth data or can it be somehow handled by the Quest 2 and using Unity (or unreal idk which would be best to use)? Additionally any recommendations for a cheap depth sensor less than €100? I need it to preferably have a FOV of 90 degrees or better. Remember it needs to go onto the parti
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