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I am currently using the OVROverlay system when the player is loading certain data to avoid headtracking issues.Right now, I have two overlays in the scene:1. A cubemap with a custom texture2. And a quad to display loading progress.Overall, the system works, but I would like to be able to fade in the overlays rather than just turn them on and off.After a tweak to the Texture2D Blit.shader file (just manually adjusting the alpha value of the final color), I was able to get the quad fading in and out, but making the same change to the Cubemap Blit.shader file doesn't seem to actually do anything. So, I was wondering if this functionality is actually possible?
Any plans for VR support for the Quest link cable and Nvidia GeForce GTX 1650? Not 1650 super, just 1650. Brand new computer, so disappointed to find out the 1650 is not currently supported for Link!
Hi,I'm developing a simple app for OculusGO with Unity3d (2018.2) where the user can choose a 360 video from a library and play it.I used the CurvedUI plugin and TextMeshPro for the text to reproduce the library feeling of OculusGO but after a lot of work I wasn't able to achieve the desired result because the texts and images resulted al jittery.I'm trying now with the OVROverlay and I can get a really nice result but I can't get the laser beam to work correctly.In the semple project of the SDK the laser beam interacts only with a Canvas that is rendered without overlay.What do I have to do in order to make the laser beam work with the OVROverlay? For the record, I'm using the UIHelpers prefab laser beam.Cody
Hi all,I'd like to understand the capabilities and limitations of OVROverlay better. We're currently investigating if its possible to render an OVROverlay (with a call, from, say, an Android library within Unity) and then interact with that overlay, much like the system UI does (a compositor layer is opened and catches interactions that are not forwarded anymore to the running app).From the docs, I can only find hints for rendering overlays and underlays, but nothing about interacting with them.Is that possible? If yes, are there any docs on how to achieve this effect?
I am trying to make an app for Oculus Quest using Unreal Engine and the Oculus VR plugin while developing on macOS. I wish to access the settings of the Oculus VR plugin in the Unreal Editor in the "Project Settings" panel in the "Plugins" section, but the OculusVR item does not appear (see first screenshot below) even though the Oculus VR plugin was enabled in the "Edit->Plugins" menu (see second screenshot below).The expected appearance of the OculusVR plugin settings are described in the "Configure the Oculus Plugin for Unreal Engine" guide. I have followed all preliminary steps listed in Oculus' Quick-start guide for Unreal Engine development on Quest.I have experienced this behavior with both the Unreal Engine editor binary download from the Epic Games Launcher, as well as from the editor I built from source using the Oculus-VR Unreal Engine repository.The versions I used are: Epic Games Unreal Editor Binary: 4.25 Oculus Source Code for Unreal Editor:&
Regardless of whether or not you are using headphones/earphones, OVRPlugin.headphonesPresent will always return false. Can you please either mark this method as non-functional or implement it? Really confusing to have methods that do nothing.
Hello everyone, I am new to the developing world and going through guides I still don't understand the main thing: how do I upload an app to be used with a Quest 2 not attached to the PC? I want to create an Archviz project that would not be shared with the public and I have no idea how to install/download it into my hardware. Thanks.
I have a stereo mirror reflection code in Unity (using a render texture and shader).This worked fine until very recently. Now the reflection appears like the eye separation values are incorrect so the stereo rendering is off. I've tried the same APK on an old Quest 1 and it appears fine, but the same executable on the Quest 2 appears wrong. I know it used to work okay on Quest 2 also until recently and old executables of the app also exhibit the same problem so I know its not something that got introduced in a new build. So I am concluding that maybe an OS update has somehow broken our mirror code? Any ideas what might this be??
Hi, I am a developer working on VR app using Quest Link & Unity. I would like to submit my app to Oculus app Lab, but a open source library such as MIT license is included in my app. I wonder if the open source license must be submitted at the time of application submission. Ask for advice from many senior developers. Thanks,
Hi, if I develop using the Oculus Integration package will the scripts provided work with Vive and Windows Mixed Reality headsets, or do I need to use the XR platform?Thanks.
I was trying to test performance on Gear VR with modulated shadows from directional light turned on and it doesn't seem like modulated shadows are supported (or rather none of the dynamic shadows types is supported).Is that the case or do I need to do something special to get modulated shadows working in mobile VR ?Thanks
I am implementing the Equirect OVR Overlay for rendering 360 video playback and I am noticing a visual issue that I need to fix. The issue is that the seamline for the OVROverlay Equirect Shape is producing a very noticeable black line that is not present when I play the video using a skybox/ inverted sphere. Because the seam is on the back, this line is only visible when turning around rotating 180 degrees on the Y axis. Below is a screenshot taken of the issue. This is in Unity and I am using AVPro for video playback, using the latest Oculus versions and unity 2020. I am able to successfully implement the Equirect Overlay and playback the video. I am doing this by getting a texture output of the video and sending that texture to the Overlay component. I am using a Quad Overlay layer for the UI menu and that Quad is working just fine. No matter what Overlay setting I try, this line is still present. Has anyone run into this issue before or have any insight on wha
I got my Quest yesterday and spent today reading and going through tutorials.I'm no Unity2019.1.8f1 and Oculus Integration 1.38.I use Unity since 2007, but i worked last on the N3DS and Unity5 so i just grabbed the newest non beta version.I'm asking because: 1) The builds take ages with all that shader variant compilations (Graphics settings says i got 74 variants, compiles a few thousand).2) I created multiple new project, following different tutorials, nothing really working ...Eventually my build got pushed and it starts, but it's 2d (like on a big screen/ the oculus TV thing) and it doesn't react to inputs or anything.I think i read that this is how non VR APKs are supposed to run...I remember that the log said the OVR stuff failed to initialize and i suspect it's because of that. (I gotta build and run again to see those messages again and that takes some time, sry)I plan to install Unity 2017.4 and see if that works better for me, but if someone has some advice that would be swel
We have an app currently available on the Store. We had initially opted out of multi user app sharing, but are interested in implementing it.I can't find any documentation about how this is expected to work. Mostly, I am interested in the following methods:https://developer.oculus.com/reference/platform/v25/o_v_r_requests_user_8h/#a2c6a612f691e1009621c21d17b48c8d3ovr_User_Get (ovrID userID)ovr_User_GetUserProof ( )Do they return the values of the "selected" user? Or of the admin user? If it's the "selected" user, I assume that IsUserEntitledToApplication() will be overidden?Similarly, what will happen with leaderboards? In the "learn more" section of the headset, it refers to unique leaderboards, but it also seems that it isn't the case when using some other apps that have already enabled this feature.It would be great if that was cleared up somewhere.
Hi everyone, Myself and one other person are developing an immersive music application for the Quest 2 using Unity and have run into an interesting problem. Currently we are building in Unity 2019.17.4 We have a canvas and set of sliders linked to EQ parameters on our master mixer (the idea is for people to be able to EQ the music within the environment). The problem we are running into is that when we test the application in play mode on PC we are able to hear the effects of the sliders and EQ. When the application is built as an apk and put on the Quest 2 you can barely hear any change in signal processing, almost as if it isn't working. This includes using the speakers built into the Quest 2 and when using headphones. I'm open to any suggestions if anyone has an idea of why it would not be working. Thanks everyone!
C0ntract0r d0esnt work bssket ball wont Curve in basket $$®©😶 fixtyand starting to glitch
Hi,I try to get Username / OculusID via blueprints.Entitlement Check succeeds. The Nodes "Get Oculus Identity" and "Get User Profile" seem to do nothing.Is there a way or a workaround to get the username via blueprints?Best Regards,Andi, DEFICIT Games
Using the OVR-Platform-Util.exe (version 1.58.0.000001) for uploading a mobile build requires a software update because of the 2 factor authentication. Can't find any update for the ovr-platform-util, so I updated the Oculus Software (now Oculus-App-Version 26.1.0.41.502).How can we deploy for Quest when the build is too big for the Dashboard and the recommended ovr-platform-util is not working, either? Enabling the 2 factor authentication was mandatory for logging in into my Oculus developer account on the Dashboard.
I can build and run my project in Quest 2 but it will get the error when trying to use Unity default quick preview. Are any settings I missed?
Please work with Unreal and implement more Oculus SDK features as Blueprints for Unreal.Things like VoIP, Oculus Avatar integration, inviting friends to sessions/joining friend sessions, and other SDK/OSS features.This would really kickstart a lot of development teams in creating multiplayer VR games using Oculus Sub Systems and SDK features.If there is any news on this topic an Oculus Dev can share or any ETA for new BPs etc. I'd love to hear it:)
Oculus Integration Package: v25Unity Version: 2019.4.4f1Operating System: osx 10.15.4 Reproduction Steps: 1. Import Oculus Integration Package v25 2. In a new Unity scene, add a component that includes and triggers this code which creates and catches a NullReferenceException. try{int[] nullArray = null;int i = nullArray[0];}catch (Exception e){Debug.LogError("Got exception in array access: " + e.Message);} Note that the exception is properly caught and logged. 3. Add an OVRLipSyncContextBase component to the scene on an active game object. 4. Play the scene and then trigger the exception generating code above. Note that the exception is no longer caught and Unity editor crashes. I have tracked the issue to this DLL call in OVRLipSync.cs. After this call, the nullref exception catching no longer works. return (Result)ovrLipSyncDll_CreateContextEx(ref context, provider, sampleRate, enableAcceleration);
Hi, I am trying to create a build for Rift and submit it to the Oculus Store but during the validation process the VRC.PC.Audio test failed - it looks like my game does not target the correct audio device.I tried all of the settings and solutions I found on different forums and documentations but non of them worked - although most of them looked a little bit outdated. The only thing I found is that it should work automatically but unfortunately, it isn't.I'm using Unreal Engine 4.25.4 with the built-in Oculus SDK.Is there any known solution or workaround for this problem or I just simply missed something?
How can I ignore the head-controlled gaze pointer and just use the oculus go controller? I don't need the head-controlled gaze pointer for my app, but it keeps overriding the hand controller when I export the project.I am trying ro find a way through OVRGazePointer, OVRInputModule and OVRRaycaster scripts without success...Thank you very much
Greetings team, inquiring for some opinions about the use of an oculus quest 2 for enterprise application / productivity in a work from home setting.I'm tracking the oculus for business and that's not what im referring to. Moreso, taking your Quest 2 and using the current App Store apps such as Imersify to perform productive tasks such as word processing, team meetings, or even controlling your desktop just from home. Do you believe the current security settings for the headset could hold up for enterprise use? or the more expensive business option with security team subscription is the way to go. I personally use my headset to test the feasibility of the above actions and I really like the hand tracking and think this is the start of something really great given the pandemic
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