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Hi there.I had hand tracking working in the editor a while back, using a Quest + Link Cable... but I was working on it today and it doesn't seem to be functional any more.I am using Unity 2019.4.9f with... actually I can't work out what version of the Oculus plug-in I have. I am going to guess that it is the latest!Has anyone else observed a similar issue? Were you able to fix it?Thanks,Dan
Hi, we make a Oculus VR multiplayer game. We just upgraded from UE 4.22 to 4.25.We run into a blocking issue when starting VR preview with 2 players. The second player used to have its own standard camera, now both players have the same camera view controlled by the HMD, which makes it impossible for us to see the remote player, we used it for debugging the remote players character on the local client. It is mentioned already in UDN and here in the oculus forum. udn.unrealengine.com/s/feed/0D52L00004luqUCSAYforums.oculusvr.com/developer/discussion/comment/753177#Comment_753177Is there any code workaround we could apply, if the second player window just has its normal forward camera back, it would be enough for us to test again.Thank you,Maik
I would like to map the hand tracking bones to my custom avatar with arm IK. But the hand bones from the hand tracking sample framework are generated on runtime and until I cant test it in the editor I don't know how to re-target the hand transformation data.
Hey Devs! I am responsible for the design of a dedicated VR room within a museum to be used with the Oculus Quest. The museum is currently under construction, I have to make some fundamental decisions now: Most importantly, I have to define the requirements for the design of the floor and walls. To optimize the tracking of the quest, these surfaces should be contrasting and as irregular as possible, avoiding super even patterns and uniformly colored surfaces. But: Is there an official specification for this? Anything that I could give to the interior design office? Or do I have to formulate and define it myself.Do you have specific experiences that I should add?
When I launch the oculus rift desktop software and try to log in, I got this error
Hello~Is there any Oculus SDK Roadmap for developers? I want to know the 1-year (or more) vision for the product and platform including the SDK functionality, general tools and so on.Would Oculus SDK team send me the Oculus SDK Roadmap? Thank you so much!
Anybody know if there is a limit to the number of points the point cloud can use and reference on the Oculus Quest?
Is it possible to change guardian system mode at runtime ?If not , I have a problem with my game sometimes the guardian system changes to seated\stationary mode and I don't know why.
Hi, I am working on Oculus Quest VR development.I found this document:unity-ovroverlayit said:Overlays OVROverlayInformation about adding an overlay using OVROverlay is described in the VR Compositor Layers guide. At this time, only Quad world-locked overlays are supported for cross-platform development.To use a cross-platform overlay, add a quad gameobject to the scene, delete the mesh renderer and collider components, add an OVROverlay component to the quad, and specify a texture to display.Can I know the situation of the current version 2020? does it work with all other overlay types?Thank you.
Hi,Recently I have been working on upgraded our teams project from 4.21.2 to 4.25.1 (Oculus fork for both). I have followed the new 4.25 Android steps, installing Android Studio and using the 21b NDK to build the project. The project will build, but crashes immediately when launched on the quest with the following error.--------- beginning of crash07-20 09:13:57.828 25646 25646 E AndroidRuntime: FATAL EXCEPTION: main07-20 09:13:57.828 25646 25646 E AndroidRuntime: Process: com.DigitalLode.Espire1, PID: 2564607-20 09:13:57.828 25646 25646 E AndroidRuntime: java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "fgets_unlocked" referenced by "/data/app/com.DigitalLode.Espire1-1/lib/arm64/libUE4.so"...I have seen other people post this error in the following thread, but there was never really a clear consensus on a repeatable solution. I have tried each of the suggestions listed by various posters on the thread, and nothing seem to help me.https://forums.oculusvr.co
When using hand tracking on the Quest, it instantiates various objects, such as capsule colliders. When doing so, the SDK should really set the tag and layer of all these objects to match the object instantiating them, I just lost a lot of time because of just this, and didn't figure it out until I setup Oculus Link so I could debug in the Unity Editor and see exactly what was being spawned in the hierarchy. The easiest method of detecting if someone is touching something is to have a script on that object looking for collisions from the hand, but by default all it can tell is it's colliding with an Untagged thing in the Default layer, so best you can really do for now is check for the name starting with Hand_ or check the parent of the parent of the collider, neither of which are great solutions.
I need to make a vr project in unty 2020 and i can´t find out how to debug the project in editor mode
Our submitted App VRBowling is visible in our Oculus App library tab. -- Unity v5.6.2f1, Oculus Utilities v1.15.0, OVRPlugin v1.14.1, SDK v1.16.0. --Documentation says that entitlement check will pass if User can view the app from their library. This seems to be the case as it's visible. However when I launch the app from library I get Entitlement check fail. Also Entitlement Checks pass when in stand alone build (Unity 5.6.1f1 or 5.6.2f1) as well as working in Unity Editor Play mode in both versions with User Token.I have attached the Oculus Entitlement Check C# file we are using based on the Oculus / Unity Entitlement Check example code for reference here :using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;using UnityEngine.Events;using Oculus;using Oculus.Platform;public class OculusEntitlementCheck : MonoBehaviour { public string appID = "1078093085625410"; public GameObject ex
If a shipping build is made and installed, the Download Background Vertical/Horizontal Image, which is under Android in the Project Settings, will appear during the initial launch of the app, but it does not display properly appear in VR and will not pass the app submission test. Is there some way to prevent this from appearing? I tried replacing the images with blank images, but the word "Download" appears at the top left and I am concerned that it will not pass the app approval process.
I'm following the Escape Room Unity Tutorial. All was well until I ran into version issues in Unity's instructions. (#2 Creating a Unity Project - https://learn.unity.com/tutorial/unit-3-using-unity-to-develop-vr-experiences?uv=2018.4&courseId=5d955b5dedbc2a319caab9a0#5d967d98edbc2a5ecf7873a7)So I went to Oculus documentation on how to set up Unity: https://developer.oculus.com/documentation/unity/unity-conf-settings/?device=RIFTAll was well until I got to "Set Rendering Preferences". In the Edit > Project Settings > Player > Windows tab > XR Settings area, I have these notes on depricated and legacy items.Consequently, I can't complete the rest of the procedure.Any guidance would be much appreciated.
Hello, Oculus dev noob here. I implemented the app from the "Build Your First App" tutorial, and I'm trying to convert it to actually running on my Quest. All I did was convert the Camera to an OVRCameraRig and change the Player Controller script to the following:using System.Collections;using System.Collections.Generic;using UnityEngine;using Oculus.Platform;using Oculus.Platform.Models;public class PlayerController : SocialPlatformManager{ // Appears in the Inspector view from where you can set the speed public float speed = 500; // Rigidbody variable to hold the player ball's rigidbody instance private Rigidbody rb; // Secondary camera to debug and view the whole scene from above public Camera spyCamera; // The OVRCameraRig for the main player so we can disable it private GameObject cameraRig; private bool showUI = true; public override void Awake() { base.Awake(); cameraRig = localPlayerHead.gameObject; } // Use this for initiali
If you follow the steps to update an app for the Oculus Quest for Business edition, it will remove the app launch icon but never update the app. After extensive effort, reading all the documentation, and a lot of pulling my hair out, the only way I can get a Q4B headset to update is if I manually remove the app from the storage settings on each headset, which is not possible. They recently updated the documentation but the same issue persists, the app is removed but never loaded again.Anyone else use the Quest for Business? Anyone have luck updating apps remotely?
Hello everyone!I am working on multiplayer Oculus Quest game that has dedicated servers on Playfab and players could host their own game to play private match with friends.The netcode uses Mirror (HLAPI) and Ignorance Transport (UDP).So I'm working with Oculus.Platform.Rooms to connect friends when they're invited. In the room debugger tool, I see the two players connected in the same room but how to send/receive/synchronize informations ? I want the friend who joined to connect to the host player's.Is anyone already done something like this ? Must I use another Transport ?Project informations : Unity version : 2019.3.15f1Oculus Utilities : v1.49.0OVRPlugin : v1.49.0Oculus SDK : v1.52.0Mirror : 13.0.1Ignorance : 1.3
I have tried to program the movement in different ways but I have not found the solution to align the camera with the collision capsule, if I manage to align the camera with the capsule, when it collides, the capsule is blocked but the camera continues foward. Could someone help me or guide me on how it could be done?Thanks in advance.
Hi PLEASE HELP!!! Had this game for 4 days now, not go passes the setup screenyet !! I am stuck just purchase GHOST GIANT game for the Quest but it won’t load,I have seen someone else with same problem on some forum, I cannot get passed the calibration screen (1stscreen), I press a big red button first (in the game) to the left of screen that’sfine, I then have to line the eyes up that’s ok to,but it then says press menu button to pause on (it shows theOculus Home button on the left joystick) but all that does is takes you out ofthe game back to the Main Quest menu ? this is MAD ……. I think it has a bug !!!!!! RegardsPaul
Following the instructions from Oculus's documentation regarding Logcat (unfortunately I'm not allowed to post links until I've been around longer).When I try running dumpstate I see this:mike@michaels-mbp SpatialUnity % adb shell dumpstate > dumpstate.log/system/bin/sh: dumpstate: not found
Hi, anyone knows how to get the quest system version by code or oculus sdk api?
Hi ! While trying our app, I've seen that I can't stream our app on Facebook or other platform. I have a message like "The developer seams not have allow live stream" but when I check the settings for sharing the app, the live stream is enabled. Is it a features working only with application allow in the Oculus Store and not with "Unknown sources" ?The application is running on Oculus Quest.Capturing photos and vidéo and stream the app on Oculus app are working fine.
If I develop a game as a German developer, I would be interested in whether it is still worthwhile in my own region. Should I still insert German texts? Currently, Oculus glasses are no longer sold in Germany. Will that change or can this market be closed?
Spent too much time figuring out why tracking was acting weird. Using 4.25 of the Oculus engine build.
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