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Version 1.41 of our integration for Unity has been released!The Oculus Integration for Unity package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide.You can grab the latest version of our Unity Integration here (through the Unity Asset Store): https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022More information, as well as general known issues with Unity, about this release can be found here.New FeaturesAdded support for “Low Overhead Mode” in Player Settings for Android applications. Applications that use OpenGL ES can build release apks that will will skip error checking and improve performance of the app
To view stereographic content on a web page in the Oculus Browser, one needs to exit the context of the web page and enter an 'experience' mode. This is a little like the ancient days of the web, when you couldn't see an image as part of the page layout, but had to launch a dedicated viewer app on the side instead (😀 showing my age). Stereographic content, such as images with depth data, 3D models and simply DOM elements at various depths could be integrated into the page DOM, where they'd get the benefit of baseline accessibility features, user events and most importantly, the co-existence with other web content without having to switch out. I saw WebKit devs are working on a <model> element for including USDZ models inline, as opposed to the hacky <a href> they've used for AR models up to now, but I can't seem to find any discussion or development on this in the existing headset context. Should Oculus Browser evolve in this direction, too.? I find it'd be
Installed app o Iphone. Everything works. Got my new Oculus Quest 2 last night. Paired it to my Iphone to download purchased games. The screen on my iphone went black. The games still uploaded to headset but screen stayed black until I closed and reopened. Is this normal?
I am needing to share preview builds of an App Lab app via Oculus' preview app feature. I have added another user via Release Channels -> Builds -> Add Users. My users have accepted the invitation and can see the app in the preview apps section of their Account settings on the web browser Oculus.com site. We cannot see the app in the preview apps section on the Mobile App nor can we see the app in the headset. Is there a new location where these preview apps reside?
I've been trying unsuccessfully for two days now to get hand models to animate during grab and point triggers using the OVR prefabs that came with the OVR Integration package imported to Unity. I am using the Unity XR toolkit for input controls which are working flawlessly. I just cannot get the animations to map or the hands to show up in my build. The hands work perfectly for turning and movement and raycasts are also working flawlessly. When I use nonOVR prefab hands they will orient but not animate. When I assign OVR prefabs to my hand controllers under my XR camera rig they do not show up at all. I've been working on this for two days and want to push cross platform with my final build if possible and wonder if the handtracking requirement is preventing my hands from showing and not something I'm doing incorrectly regarding the prefab assigments. Any help here is most welcome non ovr prefabsthe animator attached to the prefabprefab mesh settings
Hello, I'm developing for Quest 2. I am wondering if there's a way to automatically press and hold the Oculus Home button (on right hand controller) from within the app. Rather than bringing up the Oculus home menu, I need to do this to reset the position of the user in the virtual environment, after they have wandered away from a central location (this game utilizes 6 DOF and is carried out standing up). For some context - users are moved along 'tracks' within the game by gazing in certain directions. They should only be able to walk away from these tracks for very short distances - hence the necessity to reset position. In the documentation that describes the Map Controller inputs, it looks like the Oculus home button is reserved. If it is not possible to access it within Unity, is there any other way around this (to achieve this spatial position and orientation 'resetting' function?)Wondering if I may need to resort to a custom function. Thanks in advance!
Hello,Sometimes when firing a weapon, it sounds like the sound is playing twice. the map in the video below has no onsp geometry, though the glitch also happens sometime with geometry defined. this bug is also kinda rare, and only happens sometimes.https://youtu.be/0-NE_Kiug6Y
I'm developing for my quest 2 and I have it connected to my computer.When I go to Oculus > Tools > Oculus Profiler Panel, a popup shows up saying "Android SDK Not Found". Please ensure that the path is set correctly in (Edit -> Preferences -> External Tools) or that the Unity Android module is installed correctly."I do have the Android SDK on my computer already.Here's what showed up already when I went to Edit -> Preferences -> External Tools: The popup then disappears and takes me to the profiler panel, but I can't set the SDK path there.The oculus instructions say I should be able to expand "Android Tools" and set the SDK root path there, but there's no input field there that I can click on. What should I do here to fix this?
There's something that's bothering me: I have developed a Unity app which uses Vulkan as its sole Graphics API.After solving a few issues with Unity sneaking in unrequested permissions I managed to get a clear upload on the Dashboard, except for one non-fatal warning: during the validation, the system complains that the manifest reports GLES2 as its graphics API when it expects at least GLES3 but I want neither. How do I properly report that I'm using Vulkan and only Vulkan into the manifest?
I submitted my Quest application to AppLab and got the feedback that it does not pass VRC.Quest.Functional.3. This is the requirement that the user shall not get stuck in the experience. The remark was that the user got stuck in the main menu. I have tried to reproduce the issue in many ways:I have run the app for 45 minutes, tried all scenes and back to the main menu, shortpressed the Oculus home button and then resumed the app. Recentered the app and continued. Made a photo and a video and resumed. Took off the headset for 10 minutes and resumed the app.Everything worked fine. I asked Oculus for some more context, so that I can troubleshoot this, but they could not give more details. Fair enough, they get so many apps these days. Has anyone experienced this before? Any suggestions on why this may have happened? Thanks!
macOS BigSur version11.2.3Mac mini (M1, 2020)Chip Apple M1 8GB Memory Installed!!Oculus for macOS(iOSもあるよ) Version 108.0Oculus Developer HubUE Version: 4.26.2-15973114+++UE4+Release-4.26 I don't know what to do.I want to implement 3DCG.
Ok. So, I have been doing my research on FBT and how one accomplishes it. Currently, the various options include the vive trackers with base stations, Xbox connect, even using your phones work. And the use of the phones got me thinking... The quest 2 tracks it's position in the environment optically as well as the controllers. It's standalone and amazing for what it can do, but FBT is only available through PCVR. And I believe that it's possible to be done stand alone. The valve trackers track orientation but require the lighthouse based to track position. The headset has the capability to track it's position as well as orientation with the use of it's cameras. Theoretically it should be possible to create a tracker that has it's own camera system that sends the same optical and orientation data straight to the oculus and it calculates it's position based off it's own perception of the same play space. Maybe this can be done with wearable bracelets and anklets with cameras on
We are currently working on a title for Quest and we seemingly cannot have Fixed Foveated Rendering and any post processing in our game. The summary of our issue is that we would like the option of applying dynamic bloom within the game on platforms (Quest 2) that would possibly have the GPU head-room to allow it. At the moment we cannot determine if we have the option, because we are unable to enable FFR whilst also enabling bloom via Unity URP's default Post-Processing. As far as I am aware, any additional blit carried out by URP's pipeline disables Oculus' FFR, meaning we cannot gather the performance data required with both enabled to determine if it is a viable possibility. We're posting here as we can't find any other instances on this forum but it seems this is a known issue over on the Unity forums, but are not sure of the solution, whether it requires a custom bloom implementation on our part, a modification of the URP pipeline, or if the problem can be resolved with
Hello, i am creating an FPS project, and recently replaced steam audio with oculus spatializer. It works great for the most part, however for some reason gunshots sometimes "skip". i cannot pin down the cause for this behavior, but have included a video showing what happens. any help would be great! https://youtu.be/uzpKKvZ_wJM
I'm trying to figure out how to do cloud saves to satisfy https://developer.oculus.com/distribute/vrc-quest-functional-4/.I'm using Unreal 4.24. I was hoping that just enabling cloud saves in the app portal would magically know that Unreal saves all its save stuff in the same save location, and would manage to get that into the cloud. Alas.Are there more steps for setting this up than what is in https://developer.oculus.com/documentation/unreal/ps-cloud-storage/?device=QUEST ?What do I need to do to get Unreal's ISaveGameSystem stuff to write to the cloud save directory?I was also trying to figure out what the cloud save directory is with ovr_CloudStorage2_GetUserDirectoryPath, and I am getting an error "Caller does not have permission to use platform on behalf of this user", what does that mean?
I am using the following documentation to load a personalized avatar into my unity project: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/We have followed steps 1-4 on this documentation, including creating an oculus app id and pasting it in both the OculusAvatars and OculusPlatform. I am running into two issues:1. The "PlatformManager.cs" already exists in the project (it is included in the OvrAvatar folder)2. When I use a unique name like "PlatformManager1.cs" and continue the remaining steps, my personalized avatar does not load, the standard blue avatar remains.The only console error I get is "Unrecognized message type: 78859427"Am I doing something wrong? Is there an updated guide for including the personalized avatar in Unity? Please help!
I was going to open my oculus app on my PC when i got the notification to update my drivers, so when i clicked to update them it said that my graphics card is not compatible with the drivers, not giving me the option to go back to the home menu of the oculus app. Now every time i try to open my oculus app on the PC i get to the "you cant update your drivers" screen, ive tried to unninstall and re-install/ repair my oculus app but i still am stuck at that screen, so now i cant use neither oculus link nor air link. If anyone has a fix for this please let me know, i have all my drivers updated and ive played with link cable before, so i have no idea why my graphics card is not compatible to the driver or why i cant go back to the home screen for the app.
I'm trying to update my store title to the latest release and the platform utility keeps throwing an error saying I'm not providing enough parameters for --launch_params (or -p). In the past I've only ever used the same single parameter (-p "-vr") and not had issues.I managed to eventually find a workaround with the browser uploader, but even there I ran into an issue where it wouldn't accept zero parameters for 2D mode (the game was designed for 2D so no parameters should be necessary). I had to input "" before it would let me upload anything.
Hi, Any here can post a link to a Unity project where the OVRPlayerController or similar ACTUALLY PROPERLY switches from controllers (with hands on the controllers animated like in oculus home) to hand tracking and back? Already tried many different ways to make that function the past 2 or 3 days. Thanks in advance for posting a link to a project that actually functions properly that way in Unity 2020 lts (preferably, although 2019 lts is tolerable also).
While using the Unity OpenXR plugin 1.0.3 I've discovered that the Oculus Rift does not report itself in the initial connected devices at game startup ( in a RuntimeInitializeOnLoadMethod method ) if the headset is not mounted (on a head)Instead, the Rift reports itself connected when the headset is mounted via the Unity.XR.InputDevices.deviceConnected event. This is a problem for our scenario because headset on AND off are valid situations and we need to properly toggle content for each state, especially at startup.Is there a way to have the headset appear connected in the Unity.XR.InputDevices connected devices at initial startup ? Calling something in OculusXRPlugin.dll or OVRPlugin.dll ?Thanks in advance for any help
I've looked everywhere but I cannot find the answer. I've been developing a game for Quest 2 and will be publishing using App Labs. Following conversations with various other developers who have succesfully launched on App labs I'm being told that I have to get my game running on Quest 1 as well? Is this the case?
Hello Oculus,My project uses assetbundles to allow users to create custom maps. When they package a map, they mark a scene with an asset bundle label, and all of the referenced files within the scene are automatically added to the asset bundle. the only issue is that with the way audio geometry is saved in oculus spacializer, this data is not included. Is there a way to keep "file enabled" ticked without losing the reverb when loading the scene from an assetbundle on a different project?
Hello,Im a solo hobby / indie developer and I use my Quest 2 for development, but I also want to make sure that the game will be available for Quest 1 users.The obvious solution would be to use a Quest 1 to test the game, but as far as I can tell it's not possible to buy a new Quest 1 anymore. Is there any other way to buy a Quest 1 for development or how do you make sure that the app will run properly (performance) on a Quest 1?
Hello world, is there any way of finding out the version number of an already installed / added Oculus Integration package in Unity? I couldn't find a ReadMe or another text file or a comment in the included scripts in the project that would tell me which version the Oculus Integration is. Thanks in advance!
I'm currently developing an Oculus Quest app that will be published for free in the oculus store. I would like monetize my app by putting some 2D video advertisements of my partner company into it. Does oculus allow that?
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