Unity VR Development
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Unity OVR Hands Not Working on Windows

I'm developing a project on Unity and using 2022.2.11f1 as the version. (I tried 2020 and 2021 LTS versions)The hands are working smoothly when I run the scene in Unity, but the hands are not visible when I build out windows.I tried more than one way...

Collider not triggered

I already used collision triggers in that project, but That collider won't trigger at all. I can't figure it out since everything looks fine.The player object has kinematic Rigidbody and collider not set as trigger, and is set to "Player" layer.The c...

CollidersOverlap.jpg PhysicsLayers.jpg chessboxCollider.jpg PlayerCollider.jpg

Avatar SDK 20.1 and Unity 2022 LTS Feedback

I just updated my project to Unity 2022 LTS. I started getting errors in the OvrAvatarPrimitive class around vertex buffer size miss-matches. I added a line to that class setting the vertex buffer parameters one more time right before the line that w...

ronjart by Explorer
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Snap Interactors and positions

Hi, I was wondering if anyone would be able to help with a SnapInteractor problem.In the SnapExample scene of the Oculus SDK the List Snap Pose Delegate is used to position moons and a planet added to a SnapInteractable. Moons and the planet can be m...

Shader in Unity

Hi, I tried to build and deploy the Android application on Oculus Quest 2 (Unity). I used Shader to draw the surface of an object, meshRenderer.material = new Material(Shader.Find("Particles/Standard Surface")); Everything worked well until I built a...

AnhVanHo by Honored Guest
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Basic VR Walk-around

Mission.1. Create a 3D world with a single player to navigate through the scene.2. Publish the scene.3. Access the 3D world and Interact with objects discovered.4. Record interactions as completed, or assign a score. Save data to file for use later.5...

passthrough

I would like to know how Arkio in Oculus recognizes where the ground is in passthrough mode, or how Oculus achieves this effect. Please tell me some methods.

Trouble with MR applications in Quest

Hi there,When developing Oculus MR application in Unity using Oculus SDK, we can see the room data previously set up in the headset using Oculus Link in Unity editor, but after packaging the game as apk and run it on Oculus quest 2 headset, the MR ap...

Tube renderer was in the wrong location

Hi,I'm using the scripts from the Locomotion Sample Scene to teleport on nodes with left hand.And I have 1 problem as shown in the picture, tube renderer is not in hand position.I found the element called Procedural Arc but don't know how to configur...

longnt25_0-1685332395071.png longnt25_1-1685333832745.png
longnt25 by Honored Guest
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Setting up a persistent roomscale stage

I feel a bit confused about aligning the scene with the real world play area.The play area is an empty 8x4m room dedicated to VR games. The player will be prepared and equiped in a small room next to the play area. When ready, he walks to the play ro...

Room1.jpg Room2.jpg

Alembic animated meshes in Quest Pro from Unity

Hi, Newbie here,I have this low poly mesh that i animated in c4d. I wanted to take it unity to build for quest pro. I was hoping that I would be able to import it as an alembic into unity and eventually use it in a scene to build it for quest pro.Is ...

MetaXR feature causes crash in Editor

I have created a combined Unity project for the Quest and the HTC Vive. I was hoping OpenXR could be used for both, but unfortunately for Quest I still need the Oculus Integration package for the entitlement check and that again requires the Oculus X...

Issues with the APK during validation

I'm having problems with my app's Manifest, I want to publish it on the ALPHA channel, but when building I get errors, even using "Create store-compatible AndroidManifest.xml"I tried to debug, I added: |android:exported="true"| and |android:installLo...

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