Crossplatform - Pico G2 4K & Meta Quest 2 Build Conflicts
Hey all, I am working on a project that is targeting a Pico G2 4K and the Meta Quest 2. When building to Pico G2 4K, I get the following issues (image #1 attached) coming from the Oculus build scripts even with Oculus disabled in the XR Plug-in Management settings (image #2 attached). I have attempted to make changes to the Oculus package to prevent these build scripts, and I was able to successfully build the device on Pico G2 4K, but the app fails to run on-start. This indicates to me there is more interference coming from the Oculus package, which is affecting the build process. For more information, I am able to successfully build to Pico by removing the Oculus package. Please let me know if there's any ideas or information that can be shared to help me.1.1KViews0likes0CommentsCross-platform input for Valve Index
Hi, we are using Oculus integration 1.42 cross-platform input for Oculus Rift & Steam VR. On HTC Vive it is working but not on Valve index. For example left thumbstick and left hand grip are not working. Are there any other button mappings or should we use their SDK? Thanks.3.3KViews4likes9CommentsSituation of Cross-platform development
Hi, I am working on Oculus Quest VR development. I found this document: unity-ovroverlay it said: Overlays OVROverlay Information about adding an overlay using OVROverlay is described in the VR Compositor Layers guide. At this time, only Quad world-locked overlays are supported for cross-platform development. To use a cross-platform overlay, add a quad gameobject to the scene, delete the mesh renderer and collider components, add an OVROverlay component to the quad, and specify a texture to display. Can I know the situation of the current version 2020? does it work with all other overlay types? Thank you.668Views0likes0CommentsCross-platform avatar hands not activating
Hi, I'm trying to add support for cross-platform avatars to the OpenVR version of my app, but I've run into an issue. These is how I've setup the Avatar component: I've disabled the component, but I enable it from code once I've set the "Oculus User ID" property to one of the preset IDs. The body of the avatar is working as intended, but the hands never show up. I've tried enabling the "Show First Person" property as well, but it had no effect. After some digging, it looks like this call to the Oculus API in OvrAvatarSkinnedMeshRenderComponent::UpdateSkinnedMeshRender (line 23) for the hand components, always returns a visibilityMask without any flags set: ovrAvatarVisibilityFlags visibilityMask = CAPI.ovrAvatarSkinnedMeshRender_GetVisibilityMask(renderPart); Is this intended behavior for cross-platform avatars, or a bug? Unity version: 2017.4.18f1 Oculus integration: 1.32.11.4KViews1like3CommentsRift + VIVE development?
I want to build a Unity app that runs on Rift and VIVE. I have read a everything that I can find and still remain uncertain. ;-) I started here: https://developer.oculus.com/documentation/unity/latest/concepts/unity-cross-platform-dev/ So, I understand that Unity has built-in (but limited) Oculus/OVR support that will run on both Oculus Rift and VIVE. I believe that this one target exe will run on both. However, the features that work are limited to OVRCameraRig, OVRDisplay, OVRInput, OVROverlay, OVRBoundary, etc. Note that the doc sez that this also supports cross-platform for Avatars (but it's quite limited). So far, so good (I think). However, things get messy if you use Oculus Integration (and probably similar if you use extra SteamVR api features). And considering that I would prefer not to build this stuff myself, I am unclear how to use these non-conforming features and still deliver on both platforms. My first instinct is to build abstract components (e.g. AbstractAvatar) that perform run-time hardware checks and calls either OVR or SteamVR apis, but would love to avoid this if possible. This approach would require two separate builds, I think. Any advice or correction would be greatly appreciated. P.S. I anticipate that I will also have problems when it comes time to put the app into the various stores. For example, I have read that Oculus requires no references to SteamVR in your app to be accepted. Sigh...2.7KViews0likes7CommentsError with OVR Input when building for Xbox One and Nintendo Switch
Hey folks, I’ve been working on a game which is cross-platform so it make sense to disable VR on Platforms which do not have VR. I recently upgraded to 1.31 and while building for PC I get no issues, but when building for Xbox One and Nintendo Switch I get the following error in the console and cannot make a build. Assets/Oculus/Avatar/Scripts/OvrAvatarLocalDriver.cs(9,44): error CS0246: The type or namespace name `OVRInput' could not be found. Are you missing an assembly reference? Assets/Oculus/Avatar/Scripts/OvrAvatarLocalDriver.cs(26,38): error CS0246: The type or namespace name `OVRInput' could not be found. Are you missing an assembly reference? If I add Xbox One and Nintendo Switch to the “Excluded Platforms” of the Oculus.VR assembly I got a whole other error about “NUnit.Framework” namespace. Before upgrading to 1.31 (I was on 1.29) I had to create Assembly Definitions for each Editor folder in the Oculus Utilities package and that worked, but after upgrading I had to delete them since they were causing other issues. I didn’t get any errors until I recently went to make an Xbox One build for a submission deadline. Any ideas?906Views0likes1CommentCross Platform Android Manifest Daydream GearVR
Hi is there a way to setup Unity so that I can just do a build and run and get an apk that will work for both GearVR as well as Daydream. As per my understanding GearVR has some specific requirements, which is why I'm asking here (but still a noob). While I can manually write an Editor Build script and modify the AndroidManifest, would be nice if there was a 'native' way to go about this.891Views0likes2Comments