How to access Quest 3's camera image (or passthrough image) directly within the Unity app
In developing the app using Unity with Oculus Quest3, we want to get the camera image of Quest 3 within the Unity app and recognize specific objects in that image. 1) Is there any way to get the camera image of Oculus Quest 3, or have direct access to the passthrough image ? 2) There is a feature in Quest 3 that captures the current Mixed Reality Screen and I would like to implement that feature directly within the Unity app. Is there an API on the app that can capture the screen of a Quest 3 camera(or passthrough) and if not currently, is there a plan to support it in the future? Your advice and help are appreciated.2.6KViews0likes1CommentAPK Unity Build camera split into many tiny screens
Using unity 2021.0.6b I believe. Upgrading to 2021.10 to see if that helps. Then next ill try loweing vulkan below openGL in settings. It's weird. My custom splash screen that shows title that covers the whole screen is fine when it starts then once that's gone the view is like 50 tiny screens of the same camera view. It's fine when viewing in playmode. On build it does this though. I did a build a while back and it was fine then. Not sure what the deal is. Tried ARM64 and ARM7. Using XR plug in. Quest 2. Using vrsideloader for the moment, that shouldn't matter though it's what I used last time I did a build that had worked.904Views0likes0CommentsCamera working fine in Unity Editor, but breaking down after a few seconds in the standalone exe
Hello, I'm facing a problem that I can not really debug, and I feel like I'm missing some crucial step in building for Windows. So any insight would be much appreciated. I also asked the identical question over at Rift board, so I apologize for duplicates. But I just realized Unity Development is the correct place, not Rift. Basically, when I run any game that I'm building in the Unity editor it works just fine. But when I export the game as an exe and run it from there, within seconds, the frames start cascading down, getting squished vertically and leaving jittery trails at the top. - The version of Unity is 2019.2.9f1, with Oculus Integration Asset from the asset store, v1.43 - The headset is Oculus Rift S and - The monitor is running at 2560 x 1440 resolution. I captured a video of what it looks like, but apparently I can't attach links yet. So I made a low quality gif which essentially shows what's going on: Has anyone else encountered a problem like this? As I said it seems like I'm missing a step, but I follow the instructions by Oculus Documentation and there doesn't seem to be anything out of order. Thanks in advance583Views0likes0CommentsTiled Mutlires Level don't work on Quest build
Hey we have a problem with our current Oculus Quest game. Everything runs well except the Tiled Multires Level doesn't. I set it in the Awake of my VRManager. Also tried the Start function. OVRManager.tiledMultiResLevel = this.tiledMultiresLevel; In the Build it say that the TML is on for this devices and set correctly. But when i look at the edge of the screen, it is still fullres... Some ideas?586Views0likes0Commentshow to handle differences gearvr vs oculus go in the same build
Hallo, one question about how to handle differences on gearvr and go development for one build/version my application. I have developed an application for samsung gearvr with camera support. Now i like to port it to oculus go, but want only one version for both platforms on the oculus store. When uploading my test build, the oculus store scan denies it. Oculus go has no camera, but my androidmanifest demands the camera permissions. Ok i could remove the camera permissions, though the gearvr will not use the camera. Do i have to setup two applications on the store or is there a way to get one gear/go build on the store and handle the differences via code? if (device== oculus go) DoNoCamAction(); thanks495Views0likes0CommentsScetchUp and Unity and Rift _ Camera position changes
Hello everyone, I want to make a VR experience for a special room. I already build a repliqua of the real room in SketchUp an i tried to import ist to unity (.dae format) but when the time comes an i test it whith the oculus the problem is: the maincamera ist not where i placed it (inside the scetchup model) it moves outside (but the position of the main camera is still inside). Can anybody please help?480Views0likes0CommentsEmpty third sensor position with OVRManager.tracker.GetPose(2)
TL;DL: With 3 sensors, OVRManager.tracker.GetPose(id) works OK for the first and second sensors (ids 0 and 1), but returns (0,0,0) for the third sensor (id 2). Hello! I'm working on an app that uses each sensor position, and it works correctly for the two first trackers, but not for the third one. OVRManager.tracker.count does return 3. OVRManager.tracker.GetPresent(id) does return true to ids 0, 1 and 2 (and false to id 3, as there's only 3 connected sensors). OVRManager.tracker.GetPoseValid(id) does return true to ids 0, 1 and 2 (and false to id 3). OVRManager.tracker.GetPose(id) returns valid positions and orientations to ids 0 and 1, but empty values for ids 2 and 3 (it should return valid values for id 2). "Empty values" being position (0, 0, 0) and rotation (0, 180, 0). Here is an output example: trackers count: 3 ------ id: 0 | present: True | poseValid: True id: 0 | position: (0.9854, 1.8364, 0.5153) id: 0 | rotation: (15.8191, 233.1839, 1.3493) ------ id: 1 | present: True | poseValid: True id: 1 | position: (-1.7348, 1.6925, -1.0900) id: 1 | rotation: (359.7148, 67.5559, 0.3881) ------ id: 2 | present: True | poseValid: True id: 2 | position: (0.0000, 0.0000, 0.0000) id: 2 | rotation: (0.0000, 180.0000, 0.0000) ------ id: 3 | present: False | poseValid: False id: 3 | position: (0.0000, 0.0000, 0.0000) id: 3 | rotation: (0.0000, 180.0000, 0.0000) Is this a bug, or am I doing something wrong? Thank you.1.5KViews0likes4CommentsHowTo - Camera Scaling
Hi Gang ! I have read a lot of posts about scaling the camera (precisely the IDP) in Unity but I still don't understand How to do that. I'm not sure if I am missing something. I have read on some post that I only have to scale the parent object of my camera, but it doesn't seem to do anything, except lowering the camera itself to the ground (in a case where my camera is mounted on a player object and the camera itself was over the origin point of my player) by decreasing the offset between the ground the camera position. It's obviously not what I want. In some others posts, I have read to refactor the ConfigureCamera() function in OVRCameraController.cs, but i don't have this script into my version of the framework (1.7.0). I write this post here only because i'm assuming right now that I miss something really simple... and I'm pretty sure someone here can help me with that. Thank you in advance. Sebastien Charron Lucky Hammers875Views0likes2CommentsChecking if canvas world space is visible in CenterEyeAnchor
Hi guys, I've been struggling wanting to check if canvas world space is within the viewport of the camera. I've used renderer.isvisible but it always return me null. The effect that I am looking for is similiar to what Samsung Internet browser for Gear VR. Whenever you end up looking at blank space, the “Tap touchpad to reposition screen” message will appear, and you will be able to reorient the screen by selecting the message. Please provide me with your assistance Thank you789Views0likes2Comments