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is there any good and free solution for VR Full-body avatar? esp using UE4.
i tried to use Unity.XR.Oculus.Stats.AdaptivePerformance.BatteryLevel on Quest 2 but its not working anymore ...any suggestions??
I am creating a 2D Android app using Android Studio and I get the following message in adb logcat upon launch either from the "Run" button in Android Studio or if the app is executed remotely via an mdm service. I/[SEO] SystemUXController: Package:vrdesktop: for target:vrdesktop://com.company.apptitle/com.company.apptitle.MainActivity, uri:com.oculus.vrshell.desktop lauching as reporjected android app. Is there some additional property I need to configure in the Manifest or something to prevent it from trying to launch it through vrdesktop? I get this message even when the device is not connected to a PC.
I'm developing an app for Rift and Quest. Works great on Quest, but on the Rift when I hit the Oculus button and select "Quit App" the HMD goes to the menu, but the app continues to run in the background with full tracking, everything. I have to switch to the PC and ALT+F4 to close it. Is there a callback I have to implement to manually handle this situation?For reference, this is a build that has been uploaded to the dashboard and downloaded through a BETA channel.Unity 2019.4.3f1, using Oculus XR Plugin (not full integration)
how can i completely disable or override or over render on top of the oculus ui when my app is running?
I wanted to share the solution I discovered for this message I kept getting every frame, and actually prevented my game from submitting frames to the display on Quest, resulting in a totally black screen. I was seeing the message, "The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level." spamming the AdbLogcat. I have deduced that this occurred because I'm on 2019.3 using the Universal Render Pipeline, which means Unity doesn't use, and in fact hides, the MSAA setting in Quality settings, but rather relies on this setting to be set in the scriptable render pipeline asset. But OVRManager appears to be looking at Quality settings and tries to make the change there. When the change doesn't take since Unity isn't using that setting anymore, it repeats the process over again and infinitely tries to change the MSAA settings.If you have an OVRManager script on a GameObject anywhere in your project, make sure to disable the "
Hi!I'm trying to make a mirror for my multiplayer VR game. Currently, I am working on just having a mirror that will reflect a game object's movement on Oculus Go. I have a cube in the scene that rotates.So far I've tried:- real-time reflection probes - Having a camera as a render texture Does anyone know anyways to do this?
how can i hide custom hands when its out of cameras??
Recently, I was able to add the VK_LAYER_ADRENO_debug validation / performance layer to my app, in order to check for possible performance issues in it. Which was a complete success, indeed, I found many things I did wrong in my code and that I was able to fix. A few of them, however, I'm not sure I understand correctly. The following piece of code is in my app, near the beginning: ... // assume isMultiview = true auto horizontalFOV = vrapi_GetSystemPropertyInt(&appState.Java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X); auto verticalFOV = vrapi_GetSystemPropertyInt(&appState.Java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_Y); appState.FOV = std::max(horizontalFOV, verticalFOV); for (auto& view : appState.Views) { __android_log_print(ANDROID_LOG_VERBOSE, LOG_TAG, "Creating world mode swapchain..."); view.colorSwapChain.SwapChain = vrapi_CreateTextureSwapChain3(isMultiview ? VRAPI_TEXTURE_TYPE_2D_ARRAY : VRAPI_TEXTURE_TYPE_2D, VK_FORMAT_R8G8B8A8_UNORM
does someone have experienced with URP?i got jagged edges on objects ...what is best settings to got smooth results?? P.S: MSAA 4X - FXAA - PP - URP 12
Hi everyone,I'm building a prototype with around 150-200 grabbable objects for a test. When throwing an object and if the collision with the ground or other objects is strong enough, the thrown object will instantiate a shattered prefab version of itself upon impact (with mesh colliders and rigidbodies) for creating the illusion that the object has broken. After throwing a lot of objects around and instanciating lots of shards at some point I cannot grab anymore objects and there's an error in the console for the OVRGrabber script:NullReferenceException: Object reference not set to an instance of an object OVRGrabber.MoveGrabbedObject (Vector3 pos, Quaternion rot, Boolean forceTeleport) (at Assets/OVR/Scripts/Util/OVRGrabber.cs:321)Does anybody know how to fix this issue?
i tried to set GPU and CPU level to 5 [based on maximum available on metrics tool]to get maximum performance ... [on Quest 2] by using OVRPlugin.cpuLevel = OVRPlugin.gpuLevel = 5; but does not affect!!any suggestion? P.S: Unity 2021.1.14 + URP + SDK 29 + Quest 2 os v30.
Hello, I'm developing a game for my master thesis with Unity using oculus hand tracking, I need to keep hands displayed and just "freeze" them when the tracking is lost. Is there a way to do so? I found the GetHandState method in the OVRHand.cs script, I tried to comment the section that checks if the tracking is lost to see what happens but the hands still disappear when tracking is lost.
Hi all,How to enable "ambisonic" effect in Oculus audio plugin? (For Unreal 4.25,4.26)I does not hear the ambisonic effect by my test.Here is my step:Step1: Enable Oculus audio plugin in unreal and import a ambisonic audio file on the MapStep2: Create a "soundfield submix"Step3: In soundfield submix, select "Oculus Binaural"Step4: Select soundfield submix on "sound wave file detail setting"Step5: Create a "SoundAttenuation" and enable Spatialization in the Attenuation Settings.Step6: Select soundfield submix on "sound wave file detail setting"Step7: Play the MapResult: Does't hear any sound
i'm using OculusIntegration v29 and OVR Custom Hand Prefabs on unity 2021.1.14 for Quest 2 ...but hands does not working!! weird actions on hands ... no finger tracking ... any suggestion? P.S: the Oculus Guardian is disabled
how can i define virtual player position at the center of virtual room if real player was anywhere ??seems that oculus forces initial virtual player position to be aligned to the initial player point of oculus guardian, even if it's off !!
Hello Team,I'm running across an issue with the Oculus integration package. I'm unable to activate hand tracking or use controllers. I'm currently building out a scene in Unity and everything works. I was able to fix the issue temporarily going into OVRCameraRig and checking Hand Tracking Support to controllers & hands until it stopped working. Is there another solution to this issue? -Thank you in advance.
is it possible to detect when screen on/off [or when pressed power button] on unity?? [Quest 2]
how can i reset position / view of tracking? OVRPlugin.RecenterTrackingOrigin(OVRPlugin.RecenterFlags.Default); ??
Hello Oculus, That is my 2nd post, still no answer.I have a Quest 2 I need to move to dev mode.Sliding on the app fails because asking to register to a non-existing page.App mostly redirects to non-existing pages in fact. Since that, I am blocked.I urgently need to move to dev mode, thanks to provide back a working procedure. Brgrds
Hi, I met a problem when I try to select part of the text in TMP_InputField in VR.I can select part of the text with Oculus Link, but I cannot select with apk in Quest. In this apk, I can only click the whole TMP_InputField object, but cannot see the caret. And selection will begin from the end of the text.If anyone knows what the problem is or has suggestions I would appreciate it! Thank you.
I put a ticket in to Oculus support but maybe someone here can help me. I have a Quest 2 and want to switch on developer mode, but whenever I do it sends me to this site and tells me to sign up as a developer and create an organization. I've done that part already (several times) but days later my Quest 2 auto switches itself back to developer off. Does anyone know how to switch dev mode on? Thanks.
is it able to get VR hands’ velocity, directoin? and then based on these value to convert them to a Force value?
Hi,I'm using the standard .NET networking APIs to make a TCP connection to a server on my home wifi network (the same as the Quest is conneted to). I've set "Internet Access" to "Require" in the Unity player settings but I can see via logcat that the connections are failing. Is there something else that needs to be done?Thank you,Bart
So I had the gamepad working as an alternate controller for the app I'm working on. Then I updated my Oculus Integration and that's when it stopped working 😞During PLAY in Unity it works as expected, but when building and installing on my Quest 2, the gamepad input is not detected. The gamepad works fine when testing it on older Quest 2 builds. Any suggestions? I've been looking through the OVRInput and OVRPlayerController and other such scripts to see anything obvious. I did see that in OVRPlugin they removed support for things like TOUCHPAD LTrackedRemote and RTrackedRemote but that shouldn't affect the gamepad.
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