PCVR/Link Development
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Hi everyone.I got a weird problem, I created a simple Canvas with buttons and I wanted to interact with them by using the Laser Beam with the right-hand controller. So I added The "OVR Physics Raycaster Script" to the OVRCameraRig and added the "UIHelpers". In the EventSystem I added the "RighthandAnchor" as Ray Transform and enabled the "Line Renderer" for the LaserPointer (UIHelpers). Although it is working to select the Buttons with the Laser, somehow it shows two Lasers. As I tried to make a screenshot I noticed, that it's actually only one Laser but it switches position so fast that it looks like they're both active at the same time. I added the pictures, while you are in VR you see both Lasers at the same time. Does someone know how to fix this?
Hey Guys, I was trying to build a small VR app for Rift. I was trying to use the displayName returned by Platform.Users.GetLoggedInUser() in my game rather than taking player name as input again in my game.I was using Unity to build this. I was stuck up with 2 things here...I wanted to get the displayName as shown in the Oculus home screen but displayName field in Platform.Users.GetLoggedInUser() is returning username of the account.In Editor, for displayName at least I am getting a username. But when I had proceeded to keep windows build and upload it to a beta channel for testing. In the build, the displayName field in Platform.Users.GetLoggedInUser() is returning an empty string (I had added myself as a user to that release channel)Can you guys help me out?
Hello everybodyRecently I've begun developing for OculusGo and I wonder if it is possible to install .exe on OculusGo? My knowledge so far is installing .apk using adb driverThank you
Our issue is two part. We were using Oculus Integration 1.39 for development. Avatars were working fine, but all of a sudden our Quest avatars stopped working. They appear to be only skin, as if the UV maps got messed up on the textures. To fix this issue, we upgraded to Oculus Integration 1.43 and subsequently version 12.0. On both of these versions our Avatars on Oculus Rift S display the original Oculus Rift controllers in each hand. On the other side of things, Quest avatars were fixed. Is there a way to force OVRAvatar to use the Rift S controllers on the Oculus Avatars? Any help would be greatly appreciated!
Hello everyone,I am using oculus rift s VR headset with microsoft flight simulator 2020.Problem: When I launch VR mode on msfs 2020, oculus desktop / store is displayed and prevents me from accessing my game.Is there a way to hide the oculus blind / desk while playing?Thank you for any response.Best regards.
Creating anOculus Go app with Unity (Windows 10), I got Gradle build errors.Much ofthem related to the following error: "package com.google.android.exoplayer2 does not exist”.Re-installedlast version of Unity (2019.2.15f1) from scratch and nothing changed.Advice would be appreciated.ThanksMichel
So im using the OVRPlayerController and when i walk off an oject i almost instantly hit the ground, no build up of velocity, just straight up hit the ground.How can i go about fixing this please?
I download the drivers from the development site. I extract to my desktop. I right click on the .inf and click install. It says " The operation completed successfully." I restart my computer. I open up cmd and type in command "adb devices" it comes back as a unrecognizable command. So for some reason the .inf is not installing. Does anyone have any tip on this? What I am doing wrong? This has become extremely frustrating and its making me want to return my Quest 2.
Our software is a kind of training program it's requires a player and a guide.The problem is that Oculus rift S sometimes cannot find The boundary area.Player unfamiliar with VR devices get confused about this situation.At this point, the guide must know that the player is trapped in a black screen.I would like to ask if there is a function that can detect the following situations in 'Unity Integration.'1.When the Oculus rift S is looking for a The boundary area (when the loading indicator appears on a black background)2. When the Oculus rift S is guiding players to 'Resetting Guardian'3. When the Player is looking at the 'Oculus home menu'Thanks!!!
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
Hi all!We're getting ready to submit the rift version of our quest game because some users have been asking for it. All appears ok except for one issue... Sometimes when the game is opened, the audio across the whole game stutters. Moving between scenes doesn't help at all. The only thing that works is quitting the game and opening again. It happens roughly 10% of the time the game is opened. Has anyone else experienced this issue? Our game is pretty well optimized due to the quest version so I'm assuming it's possibly related to some build settings. Any help would be greatly appreciated!Matt
we are trying to test submitting a test preview version of our app in preparation for future submissions, but our app crashed on launch during the automated testing phase. However, when we download the submitted test build and run it on our machines it works fine. The crash logs only gave two error messages, one of which is related to oculus use in Unity and the other informing us that we need pdb files in order to get detailed crash logs. However, when trying to upload the build to the beta branch using ovr-platform-util I get the following error:This build contains the following debugging files, which violates VRC.PC.Security.3player_win_development_x64.pdbSo I'm wondering what I should do to further debug this and get the process rolling. Is there any way to get more detailed crash logs?
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
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.
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???
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,
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.
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)
I have a 3 sensor set up for my Rift CV1, and I've had no issues with it so far. Today I noticed that one of my sensors wasn't connecting, the light wouldn't turn on and the app couldn't find the 3rd sensor, I checked device manager and it isn't there either, I have tried redownloading the drivers and repairing the app through setup.. I'm not sure what to do after that.
I have the RIFT on the Alienware lap top, experiencing tracking problems ie hands facing the wrong way above my head. all up to date with patch . full movement of hands but away from ,y body .... secondly i have another rift doing the same problem i bought a few months back .. same issue
Do you know where I can download ovr-platform-util.exe to upload my game? I downloaded 2020 oculus platform and am unable to find the exe.I am unable to upload my 5GB game to the store:(??????) ovr-platform-util upload-rift-build --app-id xxxxxxxxxxxxxxxxx --app-secret xxxxxxxxxxxxxxxxxxxxxx --build-dir D:\LavaOculusGame2 --launch-file D:\LavaOculusGame2\Lava Escape Minel.exe --channel "Alpha" --version "0.1" Thanks,David
I use the Quest & Rift as both a design and communication device for the projects I am working on with clients. The ability to quickly load and view 360 & 180 degree photos/videos taken outside of the headset are extremely valuable to my work and since the removal of the Oculus Gallery App I no longer have a way to do this easily. Please reconsider reintroducing the ability to intuitively import and view 360/180 content, it will make you VR headsets not only more valuable to my business but easier for me to evangelize as I work hard to get more to come to VR as a tool to support their projects.
Currently developing in Vulkan and using the VK_KHR_Multiview extension. Can anyone confirm that passing texture arrays into the compositor is ONLY available via the VR_API for Quest and that this functionality is not available in the Windows SDK version?
I am developing educational simulation content with Oculus Rift S + UnityHowever, it uses a controller to interface with our additional recognition system.so, we hope the controller to wake up without user intervention. (like shaking the controller)Simply put, could you tell me how to wake up the controller in C# script?thanks -------------------------------------------------https://forums.oculusvr.com/community/discussion/93499/is-there-a-way-to-wake-up-the-controller-with-unity-integration/p1?new=1The answer wasn't specific, so it didn't help me. ;(
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