Unity Development
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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...

Unity Optimization noob

So I'm developing a Commodore 64 VR app for the Quest, for example:https://www.reddit.com/r/OculusQuest/comments/heggol/progress_update_on_my_commodore_64_virtual/But I'm finding it quite the challenge to hunt down consistent optimization information...

Force runtime poses on Hand Tracking with Quest

Hello, I am programming in Unity for Oculus Quest and I am trying to overlay some hand gestures over the tracked hands. By overlay I mean force the finger bones to be in a certain pose during update, so momentarily stopping finger tracking (or at lea...

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michiyo0 by Honored Guest
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shadow is not visible in oculus quest.

Hi , i'm trying to build from unity to oculus quest. I have couple of problems :1. when build and run on oculus , there's no shadow . It's just simple scene with couple of objects. I can see the shadow in unity, but when run inside oculus , the shado...

metaclay by Honored Guest
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Sample OVR skeleton: FixedUpdate() calling update()

Soooo. Am i missing something or is this not illegal?I noticed the issue cause my collider capsules attached to hand tracked bones weren't updating position/rotation with rigidbody.MovePosition/rigidbody.MoveRotation. Removing it fixed my issue, alth...

virsabi by Honored Guest
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How to GetComponent<OvrAvatar>()

I'm trying to hide the controller when I grab an object, and show it when I release the object using OVRGrabber, ive edited the OVRGrabber script with the following:if (m_grabbedObj){ if (m_controller == OVRInput.Controller.LTouch) transform.parent.G...

Hands with outlines (reposted in quest dev)

EDIT: Realised this is in the general unity dev forum, reposting it in quest dev)Hi,I really like the white outline dark hands in the quest system UI. (shown at bottom of this page: developer.oculus.com/design/hands-design-ui/)I guess it's a shader t...

stillwind by Honored Guest
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How to rig custom hand model for hand tracking

Hi there guys,I have been looking into the documentation on how to track hands, but it's all listed from a code perspective whilst I was trying to do it from art asset/3d modelling perspective.I was taken to this page: developer-oculus-com/downloads/...

akaravias by Honored Guest
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[FEATURE REQUEST] Unity Oculus Integration as a Package

Hi,I'm not sure if this is an appropriate place to post feature requests? I just wanted to raise the idea that Oculus could modularise its Unity integration asset and distribute the integration as packages instead of via the Asset Store.I never reall...

rib by Protege
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OVR or XR Interaction???

So I am 3 weeks into my Unity journey and I feel like I am learning 2 systems at the same and pretty much everything I want to achieve is back and forth between those two systems and I have been left completely confused. So those two systems/options ...

Umbrinox by Explorer
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Head tracking movements Oculus Quest

Hello,I use Unity 2019.2.0f1 and Oculus Integration V 17.0 for Oculus Quest.I wanted to know if it is possible to detect the movement of the helmet in play?I created a game and when the player makes a head movement, I would like to receive if he made...

OVRManager.boundary returns Null

Hi! I'm using Unity 2018.4.19f1 and the latest available Oculus integration package v17.0 and Oculus Android SDK v1.38.6.I've been trying to access the guardian boundary on my Oculus Quest in order to mark the outline, but haven't gotten it to work s...

How to set height of the OVRCameraRig?

Do you know if it's possible to to assign the OVRPlayerController to Floor level, but override that and set a height for the OVRCameraRig? Using the XR Rig makes it easy since they include a Camera Y Offset. I'm trying to create a seated game in whic...

VRTK vs Unity XR Interaction Toolkit?

I've been hearing a lot lately about VRTK 4 being convoluted and difficult to use. Yet VRTK 3.3 seems to still get praise. Unity XR seems to be popular as well, but potentially without a lot of features VRTK provides. Should I go with some version of...

Sploosh by Explorer
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Oculus Home object interaction?

Hi all,I really like the grabbing/object interaction in the Oculus home. I know both oculus and XR integrations make the distance grab feature essentially a prefab, but the other features, like adjusting distance, rotation and scale during distancegr...

Emtechlab by Honored Guest
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