Why does my gameObject's mesh edges were flickering in Oculus?
Hello Guys, I am making a quite big world for my game in Unity for Oculus Rift. Initially when I tried my game with default settings it looked somewhat blurry and mesh edges were flickering like a hell (especially trees). So I changed RenderScale value to 2 from 1. It made huge difference in my game quality but FPS went below 60 and then I adjusted RenderScale value to 1.2 so now my game quality is okay and FPS is also okay. But the problem I'm facing now is the flickering in mesh edges. I even tried with 8x MSAA but still flickering exists. Does anyone know how to solve this. FYI : THOSE FLICKERING PROBLEM IS ONLY IN OCULUS SCREEN, PC MONITOR DOES NOT SHOW THAT MUCH FLICKERING Oculus Version : Oculus Rift CV1 Current Settings : Rendering Path -> Forward, AA -> 8x MSAA, VSync -> Disabled, Color Space -> Gamma, Stereo Rendering Method -> Single Pass. PC Specs : RAM -> 32GB, Processor -> Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00 GHz, Gfx -> NVIDIA GeForce GTX 1070 If you guys need additional Info, I will provide :smile:6.6KViews0likes9CommentsUse Oculus Quest2 to watch panoramic video dual images
1. Open the VR video in your media file or play it online in your browser 2. Select 360 ° or 180°(3D) mode 3. Then there are repeated images. 4. Pull the trigger and open the video control bar.The viewing experience is normal. 5. Wait 5 seconds.After the video control bar hides automatically, the duplicate image occurs again. Simply put, when you have a video control bar, all the viewing experience is great except that the video control bar itself affects viewing. 6. It will appear in the following applications and websites When viewed directly, there is no video control bar and the image is repeated again.This can also happen when a video is played online in a browser.I suspect the image is too close to me, so we should come up with a plan to adjust the distance between the image and the eyes.Please pay attention to this problem, I am not the only one who has this problem!! (And copy-and-paste capabilities)701Views0likes0CommentsHow can i switch the laserpointer (UIHelper) from right to the left controller?
When adding the UIHelper prefab from the OculusIntergration package, it directly assigns it to the right controller. How can i switch it to the left controller? Do need to change the HandedInputSelector.cs for that?794Views0likes1CommentVirtual reality SDK Oculus failed to initialize after importing oculus integration
Hi, all. I'm facing problems building VR app in Unity. For using oculus touch in unity, I imported latest oculus integration from unity asset store. After importing, the virutal reality SDK oculus failed to initialize. Thus, I couldn't see game view from oculus CV1. By the way, before importing, I confirmed to see game via HMD correctly. Is there any way to solve this problem? Please let me know. The error massage, player setting, and versions of unity, oculus, oculus app version were as follows. Unity 2018.3.6f1 Oculus app 1.29.0.651191 Oculus intergration 1.34 Oculus (desktop) 1.29.11.8KViews0likes1CommentUnity build.exe for cv1 not work.
Hi guys. I already used unity builded files in cv1 without any problem. but from yesterday a strange problem found. none of my builded unity files.exe not work in VR mode. 1) I turned On the "Unknown Source" already but not work. 2) I checked the _data folder that has the "OvrPlugins.dll" file. 3) in my builded files "Virtual reality support" enabled. Are there anything new that I must know?? Please help. Thanks for support565Views0likes0CommentsDiscounted motion of virtual camera in Unity 2017.3 when moving Rift CV1
Hi, I'm using the Rift CV1 to build a flight simulation game based on Unity 2017.3. But a problem haunts me for a long time, that I move my headset 1 meter forward while the camera in the unity scene only move around 0.3 meter, how to scale the positional tracking to match the motion of camera in unity to the motion in real world? The Oculus SDK in my unity project is 1.18.1525Views0likes1CommentKeeping Forward Direction Between Scenes.
My title scene has the main game logo straight ahead when you start. Player presses a button and the the next scene loads which is the level select/options scene. In the level select/ options scene a virtual screen is straight ahead. So here is the problem. At the title screen is a bunch of audio visualization FX and the player is looking around while the next scene is loading. When the level select/options scene loads wherever they were looking becomes the new straight ahead direction. My game is a seated experience so if they were to return to looking forward in a resting position now the virtual screen is way off center where they were looking when the scene loaded. Now I have a recenter button on the gamepad and touch controls but I cannot expect every player to know to just use that. Is there anyway to ensure the next scene loaded is always oriented at a default direction instead of the initial head direction when the scene loads?1.5KViews0likes5CommentsDid the new Oculus Home update crash Unity support?
I`ve been working with the CV1 and Unity for several months now to create a little testing environment. Everything worked perfectly fine until today when Oculus Home notified me it needed an update. The moment I updated it, Unity didn`t recognize the HMD anymore. Is there any fix to this? Or a way to downgrade Oculus Home?Solved921Views0likes1Comment