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Hi.I'm investigating about porting a Unity 2019.2 VR game targeting Oculus Quest to Pico Neo 2.The game slightly relies on the Oculus SDK, doesn't use Oculus Touch input, and upgrading to a newer version of Unity is likely to be problematic.I'd like to know if people here have some insight or experience about this. I know that this is a Oculus and not a Pico forum, but if any other dev has already done this, it'd be great to discuss about what are the main caveats.I'm not worried about moving from one SDK to another, but I'm afraid there might be some major hardware or software incompatibility that would require a lot of changes in the game, especially concerning the graphics API. A lot of the game graphics features have been tailored to work on the Quest, so if things are too different on that aspect, that would imply a lot of work for our team.Thanks in advance, any help is appreciated!
Hello,I'm doing the porting on Quest (from an Oculus Go project).My game is based on free locomotion (a sort of walking inside a labyrinth).So my player is surrounded by ‘wall’ colliders.Now, there was no problem with the Oculus Go, because it was 3DOF, but with the Quest, if I move myself inside the user play area (using my own feet and not through the controller), the consequence is that the player moves through walls… :(Is there a way to disable just the positional tracking in Unity?Thanks a lot!Valerio
I use the 425 engine compiled by UE4 to open the demo of handstrainsample. Why can't I open it?
Hi.I'm trying to implement "More accurate HMD Tracking" function on my app.I have a plan to use HMD Tracking info 200 Hz or more.In "Mobile Native SDK", I can find "vrapi_GetPredictedTracking()" function.And I realize this function can be called in other thread.So I am going to make a "Tracking Thread" and call this function in the thread.But in Unity I can find any interface of that function.Anybody can tell me how to achieve "More accurate HMD Tracking" ?Thank you in advance.
How is this tool supposed to be installed? I download ovr-platform-util.dms file - it is not a known extension and no application will open it. Targeting the file for execution in the terminal does nothing. What are the instructions for this file?
I downloaded the Mac version of Oculus CL but can't get it working (still can't understand why the heck you need this to upload APKs larger than 200Mb, we're supposed to be in 2020) What is the .dms file? It's supposed to be an Amiga file....Tried to change it to .rar and I can unrar it, getting a bunch of useless binary files (like __TEXT__const or __LINKEDIT). Then followed the instructions found here but nope, keep getting the message "“ovr-platform-util.dms” cannot be opened because the developer cannot be verified." then Terminal reports "Killed: 9".Is there a way to use this utility on a Mac? Wouldn't a web upload for larger files make user's life much simpler?Will be very grateful is someone could point me in the right direction to use this thing......
Instead relying on functions like ovr_GetTextureSwapChainBufferDX to draw something on the screens.Similar as Direct2D/DrawBitmap and BitBlt for PC monitor.
I just set up a dedicated server w/ UE4.25. When I find the match, the 'GetCurrentPlayers' node lists 1 player even though no one is in the game. It is just the server. Does the server count as a player? In order to accurately display how many players are in the game, how can you tell whether the 'current players' actually includes real players or is also listing a non-player server?
Hi there,does anybody know, where on my headset the tracked position is which I get in Unity3D? Is it right in the center or the front of the HMD?What I want to do: I want to attach a Vive Tracker to the headset and I want to know the offset of my attached position to the tracked position of my HMD to get the trackers position as correct as possible.I hope I could make myself clear and are happy to hear some answers.
i`m making a game in Unity and when i run my game in quest,the internet connect reported error.then i google it and tried to add "android:usesCleartextTraffic="true"" in AndroidManifest.xml and changed Android API to 8.0, but doesn`t work
I keep getting these two errors:1. Multiple plugins with the same name 'ovrplugin' (found at 'Assets/Oculus/VR/Plugins/1.38.0/Win/OVRPlugin.dll' and 'Assets/Oculus/VR/Plugins/1.38.0/Win64/OVRPlugin.dll'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor. OculusSampleFrameworkUtil:HandlePlayModeState(PlayModeStateChange) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:43)UnityEditor.EditorApplication:Internal_PlayModeStateChanged(PlayModeStateChange) 2. Multiple plugins with the same name 'ovrplugin' (found at 'Assets/Oculus/VR/Plugins/1.38.0/Win/OVRPlugin.dll' and 'Assets/Oculus/VR/Plugins/1.38.0/Win64/OVRPlugin.dll'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor.Please somebody help me with this
I'm successfully building to Quest 1 from Unity 2019.4 LTS with Unity's XR Interaction Toolkit, Unity's XR Management and the Oculus XR plugin (all installed via the package manager). While this is working well, I'm missing the profiling tools included in the Oculus Integration package available in the asset store - is it advisable to install the Integration package alongside the previously mentioned solutions. Do the profiling tools still work with the XR tool path?
I aware that you can test in your game in a Quest 2 head set by doing a build and run in build settings. However, I've seen people on you tube test their game on there hed set by pressing play while the headset is connected to the device. How can I do this? I'm using a Quest 2 on Unity 2020.2Thanks
Hello. I'm new to Oculus development and trying to run the HandsInteractionTrainScene sample on a Quest 2.Here's what I've done:New Unity 2020.2.1f1 projectBuild Settings -> Switch Platform to AndroidProject Settings -> Install XR Plug-inProject Settings -> XR Plug-in Management -> Android -> Enable OculusPlayer Settings -> Identification -> Minimum API Level -> Android 6.0 Marshmallow (API Level 23)Package Manager -> My Assets -> Oculus Integration 23.1 -> ImportOpen "Project -> Assets -> Oculus -> SampleFramework -> Usage -> HandsInteractionTrainScene" Build Train.apkDeploy APK using Oculus Developer HubStart AppI've been having issues getting hand tracking started, but even after I get it going, I can not get the "This is a hands experience" message to go away. Is anyone else experiencing this?
Hello,I am an experienced coder in C#, a beginner-to-intermediate gamemaker with Unity, but I am totally new to XR. I really like the Oculus Integration package but implementing something as simple as movement is a challenge. The best asset to start with seems to be the PlayerController from the Locomotion sample framework, but it has way more functionality than necessary and way more scripts and it's tough to figure out how to get it to work with only teleportation, which is what I want. (on my Quest 2, teleportation isn't even working in the Locomotion scene itself for some reason.)The documentation is good with what it discusses, but is totally insufficient when it comes to the real nuts and bolts of making and modifying these objects and scripts. YouTube videos almost all use old versions of Oculus Integration (currently it is version 23.1) so I can't do what they are doing, I need help with Oculus Integration 23.1.So without good documentation and good tutorials elsewhere, I am lo
We are developing a non-distributed app that will only be installed locally on an Oculus Go. We want to cast this app but are unable to because the app resides in the "Unknown Sources" tab which makes the casting feature unusable. How can this be accomplished?
My Oculus Quest 2 home page does not load. It state that "something went wrong - Try Again". This is after support told me to do a factory reset. I can log into my account in through facebook on multiple devices and see all of my information and games I purchased, but not of this information comes up in the headset because the home page does NOT load. The head set is paired and my profile name and information come up in the headset, but home page does not load so there are not options to view or play.
Hello,I'm encountering a bit of an issue in my development where the Z position of the headset increases and decreases based on the pitch of the HMD. This tells me that the tracking origin for the HMD is not located at the pivot point of my head, but elsewhere. Does anyone have a specific set of physical coordinates relative to the HMD for the origin point of the tracking system?
Hi there, with V2, can I play my scene immediately to the headset without having to build-deploy each time to the headset? I see this is possible with the windows Rift version (V1?)....Shouldn't this be possible with V2 as well?
Oculus Link is here! Since there's little information available so far, here's a quick guide.Set UpThe cables that ship with the Oculus Quest don't work (even though the set up in Oculus Desktop shows that), you will need a good USB 3 to USB C cable.Oculus Desktop app, Library > Update > download update (v1.43)Restart app, update app, connect Quest, update QuestOculus Desktop App > Settings > General > enable Unknown SourcesIn your Quest, enable Oculus Link by plugging it in or enabling in your settingsIn Oculus Link, connect to your Unity project using Add Desktop Panel (+ icon)You should be able to run your scene in your headset once you press playYou don't need to modify your Quest project to work right away with Oculus Link.Should work with all versions of Unity listed by Oculus.Works with Oculus Integrations 1.41 - Doesn't work with 1.38Other notesMy controllers were in 3dof and invisible when I entered Oculus Link, restarting my quest/computer fixed thatThe hands w
Hi there,We got some feedback requiring our Unity game to perform at 90 fps on Rift and 80 fps on Rift S; is it required to perform at this level for all quality settings?The graphics options in the game enable to player to choose between different graphical qualities (from low to ultra) and can toggle various camera effects (anti-aliasing, bloom, SSAO, etc.). So do we need to ensure that a solid 90/80fps framerate for both the lowest possible quality settings as well as for the highest possible quality settings?Also regarding the recommended PC specs, it mentioned it needs to be a solid framerate for an AMD 290/GTX 970; how can we ensure this without having these specific PC parts as we are just a small indie company? Do we just need to buy these and test on them?Or can we just change these recommended specs to some more powerful GPUs (e.g. GTX 1070) or is that too high to recommend for an Oculus Store App? And again, is performance to be measured on the lowest/highest quality setting
Has anyone had a good experiences with Fixed Foveated Rendering? I have tried to enable it from time to time but has always disabled it in the end.First times i tested it I got color issues. The parts with lower resolution got brighter so you could basically see the different areas clearly regardless what you were looking at. So, I had to disable it.Last time I tested it, on Quest 2, the brightness issue seems to have gone away. But now everything vibrates inside the FFR areas. I guess things get worse since I am rendering point clouds so there is a lot of small colored dots everywhere. But it's soo bad I can't really use the feature. I didn't notice the resolution difference though so that is nice.Oh and for me the difference between each FFR step were about 2-4 FPS. It would have been good to have in my program but vibrating picture gets annoying very quickly.So has anyone been able to use it in production? Do you get it to work well with detailed things like text, net
I want to develop an app on Unity, and it requires an Application IDNow I don't have one, but it seems I need to fill out a store application with a pitch and all to get oneThing is, I'm doing this to PRACTICE my coding, not so much to PUBLISH right away, I'm an amateur on a good day, and just plain inexperienced every other dayDo I NEED the Application ID, and if so, am I going about this wrong, or is the ID for Publishing purposes only
I would REALLY like to see this package broken up into TWO packages:1. Core package2. Samples/ExamplesThat said, in the interim, what is the MINIMUM I need to import to get a rig and hand/hand controllers working w/distance grab and teleport?
While there are lots of YouTube videos on the subject, many are out of date. I have questions:1. On Windows 10 Home (MacBook Pro w/Bootcamp), I have Unity and the official Oculus Link cable. Do I have to build and run each time or can I play the scene to view on my OQ2? When I do try to run it, I see three dots in the OQ2 and it seems to hang. The Link app is not running. Under macOS, this worked fine.2. What about EditorXR? I have difficulty with 3D perspectives. Working with Unity in VR would be a major productivity leap. Does EditorXR work on Win and macOS?
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