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I wanna make a simple FPS game following Onward or pavlovespecially, in the player sight, the player can see only his hand not arms.but in the other player sight, they can see other player's whole avatar.how can i make like this???
I'm developing a simple game with oculus quest.i imported a avatar and matched each head, hands between avatar and oculus quest.but there is a problem that when i shake my head left and right, the avatar turns body following the headset.i wanna make it only avatar neck following headsetand i wanna turn the body via right stick controllerthankyou
Hi there,we are currently trying to incorporate ambisonic ambient files in our current Unreal project (engine source built from the Oculus Branch 4.25.3) but no matter what we do, the ambisonic track stays completely head-locked. We went through the set up guide to ensure everything is set up correctly and tested with files from Oculus Ambisonics Starter Library to ensure its not a file issue. Also, we had this working fine with an earlier version of the Oculus Branch. The issue persists also when using the built in spatializer (although not sure if that one ever properly worked)Help to get this feature running again would be much appreciated, thanks in advance.Daniel
I tried setting up a project from scratch thrice to see if i am missing some config. I followed the exact steps mentioned in the documentation and added OVRHandPrefab to the scene but they don't happen to render at all. However the button continue to work and i am able to move across the scene using the joysticks on my Quest controllers. I tried this in Unity 2020.1 and 2019.3. Oculus integration version i am using is 19.1.I made a basic scene with a plane and a cube to check hands rendering. I am using Quest with oculus link to run the app on my quest (also tried building the apk and running in standalone quest).Can anyone help me undestand how can i proceed to debug this further?
Im using Unity 2019.3.0f6, Oculus Integration 13.0 and my Quest is on version 13.0.0.My problem is, when I build my scene to my Quest, the hands aren't showing, but I can still do the system gesture to close the program. I also tried the Traintestscene and the popup to enable hand tracking stays active even when I start the app with hands.Setup:SceneOVRCameraRigHands ManagerSettings: I also tried to create Oculus store-compatible manifest but still, no hands showing:<uses-feature android:name="oculus.software.handtracking" android:required="true" /><uses-permission android:name="oculus.permission.handtracking" />When debugging with Oculus Link, I found out that the variable IsTracked stays false. But the weird thing is, that I still can apply the Home gesture in game.I find this very weird because I already did 2 other Oculus Handtracking Projects, and had no problems but since a week, I cant set up a new Handtracking project.
Does anyoneknow why the headset Quest 2 Business is not available for Brazil ?Can someonehelp me how to buy it ?Thanks
Hello, Im developing a vr game. İt was working just fine. I have Buy a SSD and clean win10 at it. my program now just dont launch. I have try xr-plugin , manual OVRPlugin but not working. İf I enable any of them unity returns me "Unable to load OvrPlugin.dll" or a crash. İf I dont my game start at unity but stuck at loading screen on Rift S. I tried a new project with oculus integration packages "Room" scene but same thing happened. As you can see bellow there is "SDK v0.0..0" is this problem about it? how can ı install/update this.Unity v2020.2.0b14, Oculus Utilities v1.55.0, OVRPlugin v1.55.0, SDK v0.0.0.UnityEngine.Debug:Log (object)OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1246)OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1404)
Dear Oculus forum,I am trying to run a Compute shader (a simulation that I have) in Oculus Quest 1.It works fine in Unity Editor and also in Oculus Link mode via editor. But when I build to the device it is all black.I have tried variety of Unity versions, with and without vulkan API, with the new XR management (not sure if impacts). Any idea what is going on?Are compute shaders supported within Quest? quest has an Adreno GPU?Is there anyway to debug on what is going on? I tried with logcat . (Log attached) The only thing I could infer from that is this. I am not even sure if it is an error.
I seem to be having problems with my current project and the solutions posted before either aren't working or aren't available. Setting the far clipping plane on my cameras has no effect. Previous solutions were to apply the changes to the prefab. This had no effect. Another solution was to change the far clipping plan on the OVRCameraRig script. That option is no longer available. Is the far clip plane hardcoded on the Quest 2 and I'm just spinning my gears?
1. Looks like the OVR Plugin Updater feature in the new Oculus Utilities 1.14.0 works upon loading up the Unity editor (5.6.0p3), but fails when you actually import the Utilities package into the editor. Maybe that's not the right conclusion but that's how it behaved for me. 2. After it reports successfully importing the newer plugin included with Utilities, I get "Multiple plugins with the same name 'ovrplugin'" errors.-----1. I simply created an empty project and drag-imported the latest Oculus Utilities (1.14.0 | Published 2017-05-02) in there, and then get this prompt:Choosing Yes shows this error in the console:(PluginImporter pi looks like it's null at that point, so it might be a Unity issue.)Closing down the project and re-opening it prompts me again, and then hitting Yes says that it works.2. But then, after closing and re-opening the project (again), I see multiple errors like this:Multiple plugins with the same name 'ovrplugin' (found at 'H:/Program File
Received CONTROLLER_SCAN_AND_PAIR Request2020-12-07T13:45:23.374Z:info926/802 RemoteServiceRemoteService::scanAndPairDevice(0, 10000)2020-12-07T13:45:23.374Z:debug926/802 libtrackerscanAndPairDevice - type 0 timeout 100002020-12-07T13:45:23.374Z:debug926/802 libtrackerControllerGlue:runInHeldMode(Management)2020-12-07T13:45:23.374Z:debug926/802 libtrackerControllerGlue: Setting current mode to Management2020-12-07T13:45:23.374Z:debug926/802 libtrackerControllerGlue: leave mode Disabled2020-12-07T13:45:23.374Z:debug926/802 libtrackerControllerGlue: Setting mode to Management2020-12-07T13:45:23.374Z:debug2836/721 vendor.oculus.hardware.sensors@1.0-serviceControllerProvider: Requested mode change to Management2020-12-07T13:45:23.375Z:info2836/721 vendor.oculus.hardware.sensors@1.0-serviceControllerProvider: Beginning transition Disabled->Management2020-12-07T13:45:23.417Z:info13587/721 SyncBossFW[info ] {MAIN}: SyncBoss: v2.4.1<br>[info ] {MAIN}: Board Tar
Hi,it's months now I am working on some graphic engine vulkan based that I am developing/testing "in parallel" between PC and Quest ( they share a very common codebase ).Recently, I started working with Compute Shaders but apparently I hit a weird obstacle,even "extremely basic stuff" that works perfectly on a PC it would appear can't make it work on Quest, any time - no matter what - I try to create a Compute Pipeline calling something like :result = vkCreateComputePipelines(DeviceParams.device, VK_NULL_HANDLE, 1, &computePipelineCreateInfo, nullptr, the_pipeline);I always get a thing like :Signal = SIGSEGV ( signal SIGSEVG : invalid address ( fault address 0x3df8e9be534709) ) Besides that "fault address" seems to be always the same.Unfortunately there's NO Vulkan sample about "compute shader use" in the Quest SDK, I tried to "use a reference" the QualComm Adreno SDK but "it's not really made for quest". However even trying to put into my stuff their "extremely simple" comp
I have an app developed in Unity3D that loads a 360 video from the "sdcard/Movies" folder. It is running fine on my Quest 1 but I can't get the permissions set correctly on my Quest 2.If I use "adb shell dumpsys package <package_name>" to check for the permissions it is listed as"android.permission.READ_EXTERNAL_STORAGE: restricted=true"Then I try to use the ADB command to change it"adb shell pm grant <package_name> android.permission.READ_EXTERNAL_STORAGE"But this doesn't change the restricted setting to granted=true as I would expect.I have also included the "<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>" in the Android manifest file.Is there something that I'm missing?Any help is apreciated.Eskild.
Hello. I have my Oculus Quest 2 linked to a PC in my family room. There I use Virtual Desktop to play purchased games wirelessly. I would like to also link my Quest 2 to my other PC that has Unreal Engine on it. Can I link the Quest 2 to both computers without issues?
Hi there!I'm trying to use the Oculus Quest inside the VR Mode in Unreal Engine, but without the link cable.I followed a tutorial in Youtube and now I'm able to open the UE4 by the Virtual Desktop app, but once I click in VR Mode, I don't have the immersive experience... I just see the environment through a window in the Desktop. I think that maybe it is just necessary to adjust a small configuration in the UE, but I can't figure out what it is.Hope anyone can save me!!Thanks!
I'm trying to communicate with a Wireless Dongle plugged in to the USB C port on the Quest 2. I have no problem doing so on the Quest 1. The Quest 2 does not seem to recognize the device at all. It does not show up using lsusb from adb. There is no beep, confirmation sound like Quest 1 when plugging it in. No permissions window pops up. My manifest is set to use the android.hardware.usb.host feature but UsbManager.getDeviceList() is returning nothing. Is the USB Host API locked down on Quest 2? How do I enable USB Host? Thanks
Hey there folksOculus support sent me here (case 1881888) and said this forum could help me resolve my issue with accepting an invite for a Dev Kit.I received an email from williamvr@fb.com inviting me to confirm my shipping details but I'm having trouble completing my request.When I click the link I get an odd message about being lost.I click the link and I"m redirected to the dev dashboard. I would expect to see the organization that I've been added to in the Org Manager but I can't see it. Would somebody at my new org need to add me through the dashboard admin for me to be able to confirm the shipping address for hardware?Is this actually something folks here can help me with?Or is support not quite correct in this situation and I need to push them to assist me further?Thanks for your help.
I'd like to be able to interact with UI elements and 3D objects together in the same scene. I have the OVRRaycaster on my canvas, and OVRPhysicsRaycaster on the OVRCameraRig. Both work correctly by themselves, but the Physics Raycaster will still hit an object even if there is a canvas in front of it. I've played around with the blocking objects, blocking masks, and other settings. I've tried EventSystem.current.IsPointerOverGameObject() but it didn't seem to do anything. And I've tried to tweak the OVRPhysicsRaycaster script to no avail.From what I've read, the Physics Raycaster doesn't detect any graphic elements, so potentially Graphic Raycasts should be done first, and if nothing is hit, then call Physics Raycaster? Does the Oculus SDK have a solution for this or am I better off writing my own system?
Hi there,We have our scripts organized into projects using Assembly Definition files. I'm adding a new script that needs to reference to Oculus Platform classes, and since the Oculus integration scripts (other than Oculus.VR) do not have an assembly definition, I've had to add one myself. This, in turn, has meant I've had to add #if UNITY_EDITOR guards to all the editor tool scripts (which I'll have to redo if/when we upgrade the integration tools).So please in a future update to the integration tools, add an Assembly Definition file at the top level for the Oculus assets directory, and update all the editor scripts accordingly. Thanks :)
Hi,So I'd like to detect different hand gestures. I'm using OVRHandPrefab and there is a script OVRHand on that prefab. Inside I can see thee is a reference to OVRPlugin.HandState. If I look at the hand state it's a struct:public struct HandState { public HandStatus Status; public Posef RootPose; public Quatf[] BoneRotations; public HandFingerPinch Pinches; public float[] PinchStrength; public Posef PointerPose; public float HandScale; public TrackingConfidence HandConfidence; public TrackingConfidence[] FingerConfidences; public double RequestedTimeStamp; public double SampleTimeStamp; }And there I can see is a public HandFingerPitch Pinches (which I'm guessing is used then you pinch and go to menu by default), but that's just another enum. So what should I use to detect different hand gestures (eg. make a fist or grip)?
We have a weird issue where replication - RepNotify and Multicast functions - is not working for an actor component. The component and owning actor are both set to replicate. I don't think it is a case of things not being loaded in time, because this doesn't happen until 30 seconds or so into the level gameplay. From printouts, I can see the call happen on the server, and the RepNotify happens on the server, but it never happens on the client (if the client is a Rift). Addtionally I have a test printout of the value of this variable, and it is not a case where the value is already set to the desired new value. When I switched to using Multicast instead of a RepNotify, the multicast function is never called on the client. This problem only happens when the Quest is the server and the Rift is the client. Rift->Quest and Quest->Quest work fine. Anyone know of any problems like this? I can't figure out why it would be happening here, when we use RepNotifies elsewhe
I've been using and developing on my Quest 2 since I received it in October. Never had a problem. Today I decided to try Oculus Developer Hub, mainly to ease installation of OVR Metrics (which, note, I have not actually done yet).But as soon as I plugged in my device while ODH was running, the screen in the headset went black. I've rebooted several times (by holding the power button, using adb restart, or using the Restart button in ODH), and it starts to boot normally — I see the Oculus logo — and then it goes completely black again. No amount of waiting brings it to life.Disconnecting ODH and using adb logcat, I see it is stuck in a cycle of:10-22 17:39:27.637 15271 15362 I [OAO] ShellOverlayApp: BlockingLaunch: Awaiting User Identity.10-22 17:39:28.135 15271 15362 I chatty : uid=10020 com.oculus.vrshell:Overlay identical 49 lines10-22 17:39:28.145 15271 15362 I [OAO] ShellOverlayApp: BlockingLaunch: Awaiting User Identity.10-22 17:39:28.148 865 6719 I [CT
Hi, These updates will break my projects hand tracking, besides not updating, is there any way to fix this issue? Besides not updating...
Hi,I had a look at the various documentations/tools available in the SDK.But it does not appear there's anything that could allow a "GPU capture" where you can see the state of the calls/graphic buffers/etc. in Vulkan.I also tried to run the Qualcomm SnapDragon profiler but it seems to really don't work with Vulkan on Quest.Any future planned tool ? And/or do you know why the SnapDragon profiler does not work ?I have "a theory" about it, I suspect it's due the fact it's someway using the "debugger" but probably has no way to add an "exception" for that "illegal function call" used by Quest to deal with some stuff ?It's just a theory, because "it quits immediately the app" as soon as it's launched.Cheers.
Hi, i've faced this problem for about a month now, i am developing for oculus rift s, basically the game render to monitor in unity editor, but when built, the display just freeze at the last frame before entering VR mode, but it works normally in the HMD, just not streamed to the monitor, please help answer if you know solution as i've tried many but haven't found the solution or even the cause yet, thank you
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