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When I run the CustomHands scene in /SampleFramework the hands do not appear. I'm running the latest Oculus Integration (20.1) and Oculus XR Plugin (1.6.1) and I entered the App id into Oculus -> Avatars and Oculus -> Platform.Any ideas?Thanks
Hello,In previous versions of Android (7 specifically) on the Oculus Quest I was able to tell Android to open an apps detailed settings so we could request the user to enable microphone permissions if they had previous denied them and chosen (don't ask again).Here is the code that was working:using (var unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) using (AndroidJavaObject currentActivityObject = unityClass.GetStatic<AndroidJavaObject>("currentActivity")) { string packageName = currentActivityObject.Call<string>("getPackageName"); using (var uriClass = new AndroidJavaClass("android.net.Uri")) &nbs
The App worked flawlessly on all devices before the update of Oculus Integration + Oculus XR Plugin.I updated the Integration Asset to 20.1 and Oculus XR Plugin to 1.6.1 and now the app only runs on devices with OS Version 1201840.7600.0 (v23) and instantly crashes when selecting the app on 924860.20080.0 (v21).I can see "VrApiLoader: vrapi_Initialize: Failed to load VrApi driver! Java Exception" right before the app crashes (ActivityManager: Process com.Company.AppName (pid 5184) has died: fore TOP). This does not happen on 1201840.7600.0.Any idea how to fix this? It kind of seems like the newest Oculus Integration + XR Plugin is not backwards compatible? There seems to be different targetSDKVersion on both devices as well (27 vs 28). I also tried changing from ARM64 to ARMv7, but output is exactly the same.Here is the log when crashing (on 924860.20080.0)12-16 13:19:22.028 5184 5205 I Unity : SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 3, Memor
Hello,In previous versions of Android (7 specifically) on the Oculus Quest I was able to tell Android to open an apps detailed settings so we could request the user to enable microphone permissions if they had previous denied them and chosen (don't ask again).This is using Unity 2020.1.11f1.Here is the code that was working:using (var unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) using (AndroidJavaObject currentActivityObject = unityClass.GetStatic<AndroidJavaObject>("currentActivity")) { string packageName = currentActivityObject.Call<string>("getPackageName"); using (var uriClass = new AndroidJavaClass("android.ne
Has anyone had any luck getting a Media Player Material and/or a Sequence Material to work in the Oculus Quest? When I launch to the Quest all my materials show up except for the Media Player material. Any suggestions?
I'm trying to watch a 360 RTSP video on Quest.I use the plug-in AVProVideo on Unity. First, i got an error from AVProVideo about the resolution of the video and thus i reduced it at 320X160@30 (I mention that because I don't know if it plays any role in my problem).The video plays on Unity, but when I run it on Quest I watch black screen.Do you have any idea why is this happening?
Hello Guys,first of all i am using Unity 2020.1.13f1 with the Oculus XR Plugin Version 1.5.0.I'm having issues with the Local Avatar Hands. When starting the game in the Unity editor everything is fine. But in the built version of the game the hand meshes don't show up, even though i can still use them normally. Now i have looked the problem up and found simular threads where the hands don't show up at all. But the fact that in my project the problem only occures in the built version really confuses me.In my scene i am using the OVRCameraRig from Oculus Integration with a LocalAvatar as a child of the trackingspace.If anyone has faced the same problem or knows something about it, i would appreciate any advice. Obviously i am available for further information.Thanks!
Calling OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.PlayArea) or OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.OuterBoundary) in Unity 5.4.0 always just returns a zero vector. OVRManager.boundary.GetConfigured() also returns false.We've tried this on multiple machines with the same result.This seems to have been fixed with later versions of Unity, we tried both 5.4.3 and 5.5.0 with success.Is there a workaround or some other way to get play area size in Unity 5.4.0?Steps to reproduce issue:- Create empty project in Unity 5.4.0f3- Import Oculus utilites (tried on both 1.10.0 and 1.11.0)- Set up scene with OVRCameraRig, enable Virtual Reality support in Unity, etc.- Call OVRManager.boundary.GetDimensions in some script
HelloI'm trying to make a simple AR app with the oculus quest 2, something similar to the Passthrough of the home, but I don't know how to capture the cameras to show reality on the scene.Example:The Unreal Engine AR examples don't work, and I can't find any documentation about this.Can someone help me indicating me if it is not possible to do this or what I have to do to be able to do this project?Thanks in advance
I went to download the latest SDK and discovered that the version number had been bumped from 1.43.0 to 23.0.0. Which seems like a giant jump in numbers, but I guess that there is some hidden logic behind this jump.https://developer.oculus.com/downloads/package/oculus-sdk-for-windows/23.0.0/Once downloaded I checked the version number in the OVR_Version.h file. In this file the version number is stated as 1.55.0. The same number is also found in the LibOVR\Projects\Windows\LibOVR.props file.So I guess the correct version number should be 1.55.0 and not 23.0.0???
We are having issues with the loading speed of applications at this time. Using Unity's async load functionality we are able to smoothly load data-heavy scenes without performance issues, but the load times are extremely long. In the past when developing for HTC VIVE, we have used the SteamVR.LoadLevel() function which automatically handles scene transitions. Is there an equivalent scene management function within Oculus to assist with loading scenes quickly without dropping frames? If not, what set of steps could we use to do something similar to the SteamVR.LoadLevel() function found on HTC VIVE? Unity 2019.1.5f1, Oculus SDK 1.49.0, thanks-
Application not showing in launcher after build and run from Unity or Installed using the APK file .. It runs but if I close the application its not showes in the launcher. Unity overrides the manifest file ...
Please anyone tells me how to transform the game object with gear VR controller using a pointer.Thanks in Advance
Hi,I am fighting with this for a week.When starting the game on Quest 1 it doesn't activate Anti-aliasing, but changing focus and coming back to the app fixes it (going to the main menu and then resuming the game).For oculus quest 2 is even worse, besides the quest 1 problem, it also seems to start with the right eye misaligned, creating double vision. This gets also fixed the same way: going to the home menu and resuming the app.So, apparently, there is something not starting at the moment the app is executed, but that gets working by switching the focus once.Do you have any idea or clue what this can be?
with the app, i making, it loads up, and then pulls down any new assets that it needs from a server, but if i take off the headset off, it stops downloading these.how do i fix this
Hello,I'm following the API documentation for the consume_entitlement endpoint.The documentation says that it should return a 200 with a success boolean.The verify_entitlement works the same and it returns a 200 with success true/falseI'm always getting 400 Bad Request for the consume_entitlement endpoint.Any help with this?
Hello, as you have seen in the title I'm having problems to Initialize the Oculus Rift SDK in Unity. I'm working in an app for samsung Gear VR.the versions I'm using are these:Unity 2017.3.1f1 ovr_unity_utilities_1.24.0OVRPlatformSDK_v1.24.0ovr_avatar_sdk_1.24.0I'm following the instructions marked in this guide : https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/When I put play in my game the following messages appear in my console:-Virtual Reality SDK Oculus failed to initialize.Attempting to enable None instead.-Unity v2017.3.1f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0.UnityEngine.Debug:Log(Object)OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904)The first one appears as a warning and the second one appears as a message. Also, I've put the 'Gear VR App Id' number in the 'OculusPlatformSettings' and these errors still appearing.I've made every step from 'Create an App' to 'Configuring Your App for Local Development
Hi,Due to copyright reasons we would like to detect if a user is starting casting of the application to disable certain features like music.Is there some kind of callback? Or in worst case, can we disallow casting?Thanks
I'm looking for an 'official steps to install Oculus to Unity 2019.3', does this exist?Edited: Added my unofficial stepsThe steps I took for Oculus Integration to Unity 2019.3 :Oculus Integration install via Unity Asset Store (Avatars, etc)Oculus XR plugin install via Package ManagerUnity XR Management install via Package ManagerUnity XR Legacy Input Helpers install via Package ManagerUnity - Edit - Project Settings - XR Plugin management - Install Oculus XR PluginRestart Unity to see new UI for OculusUnity - Edit - Project Settings - XR Plugin management - Plugin Providers - Add Oculus LoaderUnity - Edit - Project Settings - XR Plugin management - Oculus - Create serialized instance of the settings dataBuild Android Install Android SDK and NDK tools, and Open JDK - Unity Hub - Installs - 2019.3 - Add Modules - Android Build Support - drop down menuCreate and edit custom gradle template file to version 1 signing = true, version 2 signing = false (this currently not
I purchased the game yesterday, i really enjoyed it but i keeps crashing at the same point every time (have tryed alot!) it seem like it is at a milestone maby at a autosave or somthing. I downloaded save games to skip the bugged places, but at every save mile stone in the different chapter it crashes again, the game is unplayable like this. i would love if there was a way to fix this. i have a good enough computer so that should not be the -Intel(R) Core(TM) i7-10700K-GeForce RTX 3070Hope someone can fix this, cause its driving me nuts! Thanks,
Hey all!Our team is looking to gain access to the Oculus Quest, and I was wondering if there's anyone out there who has received Quest access and has any tips on how to best pass the submission process? Any advice would be great and much appreciated!Best,Giga
I have a surface pro and i really wanna get a vr headset and my dad told me to look at the video card to see if it will work and I believe the Intel’s HD Graphics 520 is the one i have and I just don't want to get it if its not going to work on my surface pro.
There are lots of references to Michael Abrash’s blog in Oculus technique blogs (it seems I cannot post links, so I cannot give examples here). However, it seems Valve has shut down his blog and they are no longer accessible. Those blogs are very good complimentary documents for Oculus blogs. Can you re-post those blogs somewhere else? Does anyone have copies of those articles?
The title says it all. Attempting to use Unity with Oculus Quest 2. After a seemingly successful install on 2019 LTS, and double-checking on Hub that the android components are installed, attempting to run adb.exe from command line fails as not found. Checking the path and environment variables, nothing is correctly set. Setting ONLY the path works fine (the android tools are in fact correctly installed by Unity) but then ADB needs the ADB_VENDOR_KEYS and possibly the ANDROID_SERIAL, neither of which were ever set. The Oculus instructions tell me to only install Android Studio if I am on Unity 2018, which I am not, so I worry that doing so will create two, parallel installs of ADB and confusion will ensue. What is the vendor key? I think I know my oculus quest 2's serial.
I am trying to find out how to work with grabbing objects in the Quest and the basic stuff works fine. I can pick up things and drop them again.Now I want to understand how grabpoints and offsets work. The scripting guide on the developer page does not give much information, just a description of the parameters. I actually did a search on the developer site for grab and grabber and got no results.Can someone point me to a good tutorial or reference or example that covers grab points, snap offset/rotation (I found this post but the solution there seems to involve changing OVRGrabber itself, that can not be how Oculus developers intended this to work.). And the relation to grip transform on the Grabber script.Edit: I looked at the DistanceGrabber example and figured things would work the same for the OVRGrabber, but unfortunately that is not the case. According to the example manual the grip transform on OVRGrabber is the point where a grabbed object will snap. In the picture below you c
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