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Hi. I am developing a Unity game for the oculus quest. I have an issue where I always get a value of (0, 0) returned when I query the value of the left thumbstick. When I query the value of the right thumbstick, I get real valuesif isLeftController is set, I have never been able to get a value other than (0, 0). If it is not set, it correctly gives me the value for my right thumbstick.if (isLeftController) { axes = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick); } else { axes = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick); } Any idea why this might be?ThanksJohn Lawrie
After isolating the XR rig components and consolidating the event system as a single parented prefab my XR Raycast Interactors will not move beyond the UIs when moving from scene(0) to scene(1) and the locomotion system becomes completely inoperable if I move from back from scene(1) to scene(0). Here is the in script attached to the empty GameObject parent of The XR Rig, EventSystem which contains the Event System and XRUI input module, and XR Interaction manager. I am able to use the buttons from scene to scene and the components move to the Do Not Destroy OnLoad scene as intended in the editor (see pic) however, my raycasts turn to jelly and anchor in place and wont move beyond the canvas and locomotion becomes impossible upon return to scene(0) https://www.youtube.com/watch?v=9AiwaOBUjL8 public class DontDestroy : MonoBehaviour { public static DontDestroy instance; void Start() { if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { De
Hello, we are developing a software treatment for a balance disorder called Mal de Débarquement Syndrome, orMdDS in short. More info on https://mddsreset.com. We're finalising a release on smartphone inside VR glasses, but we would love to do a release on Oculus Quest 2, because we think it can be even more immersive and have an easier patient user experience. But there's one thing that bothers me and I haven't seen a straightforward solution. An Oculus Quest 2 basically (bit of a shortcut) assumes you're into gaming, and when you turn it on, you have to define your boundaries and floor level etc. This is not straightforward for our typical patient, on average 55 years old. What I would love is that you could turn the Oculus into a single purpuse device - when the patient puts it on, he/she sees only one fat button to click, and the treatment can start. Or alternatively, some very simple steps to get there. Our solution is currently WebXR based inside the browser, but if nece
Is it possible to send push notifications to an Oculus app but not as pop-up notifications, but as invisible data messages?This is available on all mobile platforms that I know of, but I can't find any information about this for Oculus. For example, this is how you would do that in a standard Android app:https://firebase.google.com/docs/reference/fcm/rest/v1/projects.messages/send Is something like this available for Oculus?I'm looking for a solution that would work both in PC VR (windows) builds and standalone (Android) and I'm wondering if I need to build some custom solution for that. Thanks!
When Space Sense is activated, the frame rate drops, when playing from Unity editor.App starts to lag, and motion sickness starts.After turning it off, no problem.Tried it on two headsets.Any one had the same experience?
So I set up a script on each hand (OVRPlayerController>OVRCameraRig>TrackingSpace>Left-/RightHandAnchor) with a raycast and a line renderer showing that raycast so that you can click objects in the scene.It works find for the most part, except that it only seems to actually do the raycast when the HandTrigger button on the oculus controller is being held OR if I'm moving the controllers pretty fast. It's like it's not detecting anything or not doing the raycast unless I do those things. I've searched through my entire code, and there's no stray place where I'm taking extra input. The only thing I can think of is that some part of the oculus code is trying to be more effiicient by not calling the raycast as often as I want it to. Any ideas?
Hi, yolan What is the good pc spec for VR development?software: UnityHardware: Oculus Quest 2 I’m considering buying GIGABYTE RX 6700 XT Gaming OC video card and I am wondering NVIDIA card is better than AMD for Unity development for VR.I have 1060 GTX 60 GB right now and I want to upgrade. I prefer NVIDIA 30 series but I can’t buy those because of the scrapers and etc…I am wondering what is the con to get AMD compared to NVIDIA. Do you know?
im using ue4.27.1 to create something,and when i I use Airlink , the handtrack is automatically disabled, And For ue4 samples like HandsTrainExample seems to not work at all.How can I fix it
I followed the doc: https://developer.oculus.com/documentation/unity/unity-asw/ and everything works well except for the Particle Systems, vid: https://imgur.com/a/NoPw0pV I just added a particle system to the sample scene, and changed the mesh to cube and material to Lit.
How i set up a VOIP System on the right way for quest2 online Games? We build our custom one via Disonance and its works totally fine on:PC VR (exe) PC (Desktop exe) Sideloaded Quest2 APK Only at the official dev build on Release Chanel Alpha it doesnt work Any ideas what can i do? Or what Alternative way i can use to make a good VOIP System
Hi,I'm trying to show the users controllers with ovr avatar in unity. On quest 2 it shows the original rift controllers.Is this normal / is there a way to fix this ? I've already tried to regenerate the manifest file.It works fine on other devices (quest / rift s / rift)
Is there a prefab for the quest 2 controllers with hands, similar to the LocalAvatar? (LocalAvatar only renders CV1 touch controllers, as far as I can tell?
Looking to switch over to OpenXR SDK, especially with the new Mixed Reality with Passthrough only being released in OpenXR --- but need to have Oculus hand tracking in VR apps... The best way I know how to do this is with the "Oculus Integration" package -- ie. adding the OVRCameraRig -- see the following youtube showing where I learned how to do this (https://youtu.be/vSia7t_WlbQ?t=169) So what's the best strategy to do this same hand tracking for Oculus Quest 2 and use the OpenXR SDK? Thanks in Advance!
As soon as I put down the controllers, they disable themselves almost instantly. How do I turn this off, or at least bump this value up to a reasonable time? This actually makes it very difficult to debug sometimes. Here is a video of the controllers turning off right away ThanksJohn Lawrie
Hey, I'm using the Local Avatar component in my project (for Quest 2), and when I check "start with controllers" it shows the black ones (Rift I believe) instead of the Quest 2 controllers. I can't seem to find any way to change them, the Quest 2 controllers from my OVR Player Controller are shown in game but the black ones are shown too, basically double controllers. If I change the visibility in the OVR Avatar script it stops showing the black ones but than the hands are shown without controllers in them and they behave like hands with the pinch, grab, point gestures and so on.... Since the controllers are similar in shape and size and button positioning, disabling the visibility of the black ones would work great, only problem is I can't find a way to disable their visibility and keep the hands on controller functionality/ animations. I'm using Unity 🙂
I've managed to create and join a session online using blueprints. Is it possible to get VOIP working using blueprints as well? I have managed to get VOIP working using Steam subsystem, but doesn't seem to work when setup for Oculus. I'm just looking for basic audio - nothing spacial right now. Currently testing with UE 4.20.3. & Rift.
helloI am having some problems with submission review process in app lab I got the approval mail and rejected at the same time. So I checked, but there are no changes requiredis this Publishing Review processing? or Is there anything I should check other than the test results?Thank you
Hello I'm starting xr developer school and needed to know if my all in one PC is good enough. Prossesor - AMD A9-9410 radeon R5, 5 computer core, 2C+3G. 2.90 GHz 8.0 gb ram 64 bit operating system.Thank you
I've written an oculus hand tracking plugin for unity openxr, In it I call xrcreateHandTrackerEXT with right and left handles. The mesh I get back is for the correct hand, but when I call locatejoints, I get the joints for the opposite hand, i.e. the left handle gets the right hand positions. Am I doing something stupid or is this broken? XrHandTrackerCreateInfoEXT lh_create = new XrHandTrackerCreateInfoEXT(1); XrHandTrackerCreateInfoEXT rh_create = new XrHandTrackerCreateInfoEXT(2); int retVal=0; retVal = GetInstanceProc<Type_xrCreateHandTrackerEXT>("xrCreateHandTrackerEXT")(curr_session, rh_create, out handle_right); if(retVal!=0) { Debug.Log("Couldn't open right hand tracker: Error "+retVal); return; } retVal = GetInstanceProc<Type_xrCreateHandTrackerEXT>("xrCreateHandTrackerEXT")(curr_session, lh_create, out handle_left); if(retVal!=0) {
My late father bought me this oculus go headset for Christmas in 2019 the controller went out on me a couple of days ago and they no longer sell replacements ebay has 1 for a 100 dollars but I’m currently in the midst of moving 18 hours across country and cant afford a 25$ controller for a 100 does anyone have a spare they are willing to sell for a reasonable price if you know how to fix broken ones ill send you mine the button quit working outta know where from what ive seen it’s probably from sweat getting in to Circuit board and of course for some reason I thought a facebook owned company knew how to troubleshoot and i factory rest my oculus go and now im stuck at the pairing screen
Hi, We are following the hand tracking development setup steps from here:https://developer.oculus.com/documentation/unity/unity-handtracking/ It says that there should be an option called Quest Features on OVRManager. We are on the latest version of the Oculus Unity Integration (34.0) in Unity 2020.3.22 and we do not have this option in the inspector. Is there something else we need to do to make this visible?
Hi, I am trying to get the raw sensor data using the Oculus Library blueprint action from here : https://developer.oculus.com/documentation/unreal/unreal-blueprints-get-raw-sensor-data/ I am unable to see any sensor values printed in the logcat log. Could someone suggest what I might be doing wrong here? Here is my blue print event map.
Whether it's the microphone or Bluetooth, the user is never asked for permission and the permission is denied with don't ask again. What do I need to do? I have this in the AndroidManifest.xml<meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> Code:https://paste.ee/p/XO9Nj
Hi, I'm trying to use the start button on the left hand controller of the quest 2, but I am having trouble with it conflicting with another button on the controller. I am using the new input system and have three actions set in an action map, see the attached image. I am getting the Pause Game action coming through when I press the "start" button, but the problem is that when I press the "Y" button, I get both the Toggle Debug Console action AND the Pause Game action. I have no idea why I would get both actions triggering when the one button is pressed. My Player input is setup like this. Does anybody know why this could happen and how to get around it? Thanks
Hey friends, We were stoked to get our cables in - Just purchased brand new gaming laptops for us to finally have dynamic bones in VR - Mine works seamlessly however, my husbands (who got a even stronger PC than mine) when linked, follows the prompts to just get a loading screen for hours. We've tried everything to uninstalling + reinstalling oculus app, uninstalling Nvidia drivers + reinstalling, and seeing if there's any updates. IF any one has found a trick to this PLEASE let us know! Sincerely, Very, very, very x a million frustrated.
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