Unity Development
Welcome to Unity development, where you can share insights, ask questions, and address challenges with fellow Unity developers. This forum is ideal for discussing all things related to Unity.
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Welcome to the Meta Developer Forum!

Welcome to the Meta Developer Forum! This is a community-driven space where you can share insights, ask questions, and address challenges with fellow developers. Our goal is to create a supportive and respectful environment where everyone can learn f...

Important Unity 6 information

UPDATE (10/23): Please update to version 69.0.1 of the Meta XR Core SDK. This update resolves the known issue associated with input registration and headlocking. With the release of Unity 6*, we’ve identified the following regressions: 1) Quest devel...

Resolved! URP best settings?

does someone have experienced with URP?i got jagged edges on objects ...what is best settings to got smooth results?? P.S: MSAA 4X - FXAA - PP - URP 12

Anonymous by Not applicable
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OVRGrabber stops working

Hi everyone,I'm building a prototype with around 150-200 grabbable objects for a test. When throwing an object and if the collision with the ground or other objects is strong enough, the thrown object will instantiate a shattered prefab version of it...

tbkuno by Explorer
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Resolved! CPU and GPU level ?? [Quest 2]

i tried to set GPU and CPU level to 5 [based on maximum available on metrics tool]to get maximum performance ... [on Quest 2] by using OVRPlugin.cpuLevel = OVRPlugin.gpuLevel = 5; but does not affect!!any suggestion? P.S: Unity 2021.1.14 + URP + SDK ...

Anonymous by Not applicable
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Resolved! OVR Custom Hand Prefabs not working !!

i'm using OculusIntegration v29 and OVR Custom Hand Prefabs on unity 2021.1.14 for Quest 2 ...but hands does not working!! weird actions on hands ... no finger tracking ... any suggestion? P.S: the Oculus Guardian is disabled

Anonymous by Not applicable
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Initial state position??

how can i define virtual player position at the center of virtual room if real player was anywhere ??seems that oculus forces initial virtual player position to be aligned to the initial player point of oculus guardian, even if it's off !!

Anonymous by Not applicable
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Oculus Integration Hand Tracking

Hello Team,I'm running across an issue with the Oculus integration package. I'm unable to activate hand tracking or use controllers. I'm currently building out a scene in Unity and everything works. I was able to fix the issue temporarily going into ...

Anonymous by Not applicable
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FMOD+ Unity + Oculus

Hey guys,I am working on a VR project on Unity and from what I have read, I have to use Oculus spatializer in order to make FMOD work with Oculus. I have installed the Oculus plugin in FMOD and I have written down "OculusSpatializerFMOD" in the plugi...

Unity 2019.3.12f1: VR cannot be enabled

Hi,I'm trying to get Unity 2019.3.12f1 set up for Oculus Quest development and have followed the Oculus instructions precisely. However, when following "Enable Virtual Reality (VR) Support", I'm hitting a wall.After enabling the Oculus plug-in provid...

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Anonymous by Not applicable
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Alternative system keyboard - input method

Hi everyone. I was thinking about it, i have an input method which i think much more usefull than the standart keyboard oculus system has. I don't have an oculus headset or the controller or any other vr-ar-mr headset. I have already made an app to u...

vimevim by Honored Guest
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Transform Unity Inputs into Oculus Inputs

Hi, I am relatively new in this field hence asking for your kind advice.I have developed a game that uses a lot of mouse clicks and hovers. No raycast.So now I need to transform the game into a VR game using Oculus Quest. It was overwhelming for me t...

Muazaj by Honored Guest
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How to achieve movement like "flying" in VR

Hi everyone,I have a question about the "continuous move" from the latest XR Interaction toolkit. I would like to use it in zero gravity and it works fine, but i can only move on the horizontal axis. Is there a way to add vertical movement as well? I...

Resolved! OVRManager.batteryStatus

what does mean the returned values of OVRManager.batteryStatus?? i can't see anything on docs.https://developer.oculus.com/reference/unity/v29/class_o_v_r_manager/

Anonymous by Not applicable
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Resolved! Oculus VR Object with AR Headset

Hello , i am using the oculus VR object and i want to connect a AR hmd and stick the VR obj to it. the idea is that the person with the AR HMD can see some of the VR object of the person using the oculus so you can have better communication and inter...

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Hand tracking with 'OVRGrabbable' items

Hello, Sorry if it's a dummy question, but I've been playing around with the new Hand tracking feature (which is amazing by the way). However I can't figure it out how to make the items grabbable to work together with the hand tracking. My guess the ...

Oculus Integration as custom package dependency

Hi, is there a way to declare Oculus Integration as a dependency or have it linked somehow to a custom UPM package? I am trying to build a custom core package with Quest hand-tracking setup and a couple of features to be able to reuse them in multipl...

barlogaa by Honored Guest
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Shaders missing in build

So I'm working on a VR game for the oculus quest using Unity 2020.3.6f1 and have gotten to a point where I am pretty happy with the look in unity. But when I exported it to standalone a lot of shaders were missing, the particle systems, the linerende...

OVRManager and XR Plugin Management

I want to clarify because it's not entirely clear from Oculus or Unity documentation. If we use the new XR Plugin Management, should we be using OVRManager/OVRCameraRig or are those supposed to be replaced by the plugin management?

dtsiknis by Explorer
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