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My XR integration toolkit for Oculus/Unity 2019 has stalled out. I ran into a wall in the Build platform for Android stage. Any advice much appreciated in how to get past this roadblock.Instructions from Unity:Install Android Tools ManuallyIf you’re using Unity 2018.x or prior, you need to install Android tools manually through Android Studio.Download and install Android Studio Skip this step if you have it installed.Open Android Studio, from the menu, go to Tools > SDK Manager.Go to SDK Tools tab.4. Select Android SDK Tools from the list and click OK.ISSUE, there is no SDK manager in the Android Studio Tools dropdown menu in the latest version that I just downloaded++++-----+++++-----+++Steps I took prior: Packaging manager: Added XR Manager, XR interaction toolkit, Oculus XRFile>Build Settings -Added scenes-Tried to change the Platform to Android. ISSUE I got a “No Android Mo
Hello,I've managed to create vibrations on my Oculus Touch with multiple methods but I couldn't find a way to easily create vibrations at a specific frequency. For exemple, I can use : "OVRInput.SetControllerVibration(frequency, amplitude, controllerMask);"But frequency is specified between [0;1] and I can't find what is the coresponding frequency for 1 in Hz.Thank you,Louis
I'm trying to sort out some tricky physics issues and need to do trial and error. I'm on Unity 2019.2 and deploying to the Oculus Quest via Build and Run, which takes quite a while to build and test for each iteration. I'd like to see the preview when clicking "play" but on the Quest. There's a possible way to do it with Oculus Link, but I think it could work with Virtual Desktop streamer over wireless. If you google "virtual desktop unity script" you'll see something that once worked but it's no longer in the asset store (4 years old). Is there an updated version of this or some other method that works wirelessly?
Just wanted to make an announcement that this Rift (and Steam) game Unity source code is now available to learn from as Public Domain.The game has passed the Technical, Content and Publishing reviews for the Oculus store and is released there and on Steam.Featuring- 55 levels- Race / Mission mode- Global Hi-scores / Replays- Level editorSadly the game didn't sell well, but I'm happy to help others. It took me 8 months to produce and release. Some gfx is bought and the music is done by another but the rest is done by one person.https://www.galaxy-forces-vr.com/ https://sourceforge.net/projects/galaxy-forces-vr/ https://github.com/rh-galaxy/galaxyvr
Hi! In the Oculus Quest is it possible to use native Android Text-to-speech? I've done some test and it does not seem to work.
Hi, I'm ET, i'm also from BC. I'm a developer and I just bought the Quest2 and joined the forum.I'll be honest, I do have mixed feelings about the Quest2 (which I'll happily share with the readers/team). I'm currently considering a side project of a UI/UX project (something like "bigscreen").I'm also hesitant before putting hundreds of hours into a project to learn it isn't the relationship I'm looking for.I have more than a few questions/assumptions, kindly corroborate or correct:1.) Is the Quest2 a closed ended ecosystem? Would a user have freedom to download free programs or versions of android operating systems into the Quest2 without being 'tethered' to Facebook?2.) Apart from the above, as a developer, do I own the software I release to the Quest2 ecosystem? Do I own the software's IP after it's released? I'm not a lawyer, do I need a lawyer to go over the agreement before considering developing software for the Facebook Oculus Quest2? 3.) Am I obligated to sh
////////////////////////// Right Thumbstick //////////////////////////////// Vector2 secondaryThumbstick2dvalue; InputFeatureUsage<Vector2> secondaryThumbstick2dVector = CommonUsages.primary2DAxis; if (rightController.TryGetFeatureValue(secondaryThumbstick2dVector, out secondaryThumbstick2dvalue)) { if (secondaryThumbstick2dvalue != Vector2.zero) { rightThumbstickValues = secondaryThumbstick2dvalue; GameMgr.inst.SetSecondaryStickDirection(rightThumbstickValues); rightControllerAnimate.SetStickRotation(rightThumbstickValues); }
Good day,I was looking under the music category for a game where you could learn how to play the drums by a simon says method of lights lighting up the right drum or symbol, using a practice room and then the final level is playing on a "real stage" for a band of your choice, say AC/DC or Sade. But you would see the band in front of you, the crowd behind the flashing lights and basically feel you are really on stage with the band, having to play that instrument correctly for their set.Even if you just created a game where I could select an instrument off the shelf and like the $15.00 toy violin with batteries, strum it or touch the wand to the wires to play the correct note every time, make it feel I'm actually playing correctly by just strumming, but with high fidelity sound vs. a toy. Somebody think this has legs and want to give it a go? Just make sure to add me to the Alpha :smile:
Hi All,Happy Holidays!I have a question about the persistence of a debugging app on Oculus Quest 2.When I start an app, for example i run it from Android Studio, I cannot find it in the device after the debug session.On other android devices, like smartphones, the app stay in the device until I delete it. That's good because you can deploy an app only for yourself, without submitting it to Oculus store. Can I do it on Oculus Quest 2?
The dashboard has the ability to add users as beta testers to an app's release channels.However, we found that this only works randomly; sometimes it "just works" as expected, sometimes people get mails, sometimes nothing at all happens.We have not found a reliable way to add people as testers to apps. This is for Quest + Rift.
The quest 2 has not arrived yet and I should have set up my Dev account when I got it.I was planning to make a game with Unreal but now I've heard that if I don't verify my account soon I will be locked out.How do I verify my account?
Hi, When using the hand tracking to select and object similar to the train example, selecting the windmills, is there a way to make the selection point to be larger? i.e. If I have a huge game object to select, I have to set my raycast cursor towards middle of the object to be able to select it and not just the collider. Any easy way to set this up? thank you
Since I've been using this website, I can never login properly if I am using google chrome. I click the login in in the top right and it just goes to a blank page. this happens to me on multiple computers and multiple chrome accounts. I have to use Microsoft Edge or another browser to login and handle my forum posts.Please respond if this works for you on chrome, or if, like me, it just goes to a white page.Thanks,
Hi guys, sorry for the long text but I feel that it's easier if you know my background or the lack of it.I'm a neuropsychologist trying to build alone a 'simple' home to test a possible intervention in VR for patients with traumatic brain injury. I recently got the Oculus Quest 2 because the wireless feature it's the best to use in a hospital setting. I have zero formation in computer science or programming knowledge. However, I learned a lot with all the available tutorials online about the UE blueprint system and I managed to do almost everything that I want. What I'm trying to achieve: I have 4 square rooms (kitchen/dining/bedroom and a living room) and each one of them has ONE movable light (Points light) linked to a light switch that can be turned on/off. I did this so the patient has to work with some type of energy cost, each room has a different cost being turned on (ex living room cost 1 per second, while the kitchen cost is 2).In the session, the
When I try `xrGetCurrentInteractionProfile` for `/user/hand/left` on the quest (v1), I get `/interaction_profiles/oculus/touch_controller` (as expected).However, when I try to suggest a binding for the path `/user/hand/left/input/squeeze/value` with `xrSuggestInteractionProfileBindings`, I get `XR_ERROR_PATH_UNSUPPORTED`.The openXR spec shows that this binding _should_ be supported here: https://www.khronos.org/registry/OpenXR/specs/1.0/html/xrspec.html#_oculus_touch_controller_profile , and further, specifies that it _MUST_ be supported through this line: "A runtime must accept every valid binding in the allowlist though it is free to ignore any of them."But to be clear, I'm not concerned with "spec correctness" for its own sake- I simply can't access the grip input on quest 1 with openxr at all until this is fixed.Is it true that there are just _no_ openXR applications available for quest 1 which use the grip button? or am I missing something elsewhere?If this is a bug, who can
Hi All,I am writing you since the Oculus Support can't help out and asked me to get in touch with you.this is the link I used when I tried to setup mixed reality capture.I'm very techy so I think I just missed setting.When I try to setup OBS Live/Studio (I downloaded the version and the plugin the MRC App requested), I can't go pass setting up foreground and background.Once I selected the black/white from i.e. beatsaber windows (to use a background) and set everything up as discribed in the video. It asks me to select the same window to setup the background. This is technically not possible apparently. Even after selecting it doesnt show me anything. The video for the OBS setup is partially missing or hidded while its being explained.Can yo uprovide more clear guidelines or update the existing one?Thanks,Leon
So it looks like its coming from this code. But maybe I'm just looking in the wrong place. I want the movement to always go in the same direction regardless of head orientation. Any ideas would go a long way. Thank you.OVRPlayerController.csmoveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; if (primaryAxis.y > 0.0f) MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.z * moveInfluence * Vector3.forward); if (primaryAxis.y < 0.0f) MoveThrottle += ort *&n
Been struggling to figure out how to attach the OVRPlayerController to a moving platform so that that tracking space moves with the platform. When I try and just parent the OVRPlayerController, or manually move the controller get really odd results.Any ideas anyone has would be appreciated.
... without any explanation. The downloads page has reverted back to 20.0 (1.37.0). Any explanation for the disappearance?
Hi, I am trying to show a background image using OVROverlay (underlay). The quality is great, except that I can see a black seam where the image edges meet. The seam is only about 1 pixel wide but it is clearly visible. I have tested using overlay instead of underlay and I get the same result. When I show it as a non OVROverlay background, it works without a seam.Has anyone been able to show a Overlay/Underlay equirect background without a seam?
We are using OVROverlay with Equirect shapeWe found that rendering result has seams: Our environment is Unity 2017.3.1f / OculusUtilities 1.24Sample project: https://github.com/sycx/OverlaySeam
Hello, novice developer here.I am trying to build an application on Unity for Oculus Rift S. I have also integrated the "Oculus Integration" in unity as recommended. However my issue is in detecting specific hand gestures on the controllers. For example, if am pointing my finger/making a thumbs up/grasping/making a fist gesture (through the controller), how can i detect it in code? The articles and support are only for Oculus Quest 2 and do not support Oculus Rift S. Kindly share support. Regards.
Hello, novice developer here.I am trying to build a windows application on Unity for Oculus Rift S. I have also integrated the "Oculus Integration" in unity as recommended. However my issue is in detecting specific hand gestures on the controllers. For example, if am pointing my finger/making a thumbs up/grasping/making a fist gesture (through the controller), how can i detect it in code? The articles and support are only for Oculus Quest 2 and do not support Oculus Rift S. Kindly share support. Regards.
The OVRManager.boundary object is not getting configured and outputs useless information.Unity version: 2019.3.0f6Oculus Integration version: 13.0 (Feb 7th 2020)Oculus Android Package: 2.38.6Oculus Desktop Package: 2.38.4Not using any of the new/legacy XR packages.Not using any Steam stuff.OVRManager is in a fresh scene, fresh project, on the CameraRig prefab.Virtual Reality supported is ticked. Android is selected in build settings.Play in editor runs in the Quest fine.Sample code and results: void Update() { Debug.Log("GetConfigured is " + OVRManager.boundary.GetConfigured()); // False Debug.Log("GetDimensions(Outer) is " + OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.OuterBoundary)); // Fluctuates between around (4.6,0,0) and (6.4,0,0) Debug.Log("GetDimensions(Play) is " + OVRManager.boundary.GetDimensions(OVR
What are these for or should i remove the account
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