Anybody had any luck with Unity InputField Component in World Space Canvas?
Hi all, I've been using the Weelco VR Keyboard asset to do text input for operations like signing up and logging in to my company's app. After getting persistent and logical feature requests for a caret, mid-string editing, and character limits etc, I discovered InputField Component in Unity's stock UI tool set. Specifically I'm using the TextMeshPro variant, but in general I'm just wondering if anyone has been successfully working with a similar tech stack. I'm up against mashing together the TextMeshPro Input Field, with the Weelco VR Keyboard(s) and Auth system, and a custom reticle/laser pointer/event execution system. So I've got lots of little quirks to squash in my retrofit, like: the text selection behavior disabling when my reticle leaves the canvas I cannot see the caret I can't click into the string and edit it arbitrarily from the center Anyone else built a login for your Gear/Go app that connects to some sort of account backend? What'd you use?4.5KViews0likes7CommentsMy app already supports Go & Gear VR. Moving to Go only. What should users expect?
I'm not clear on what my Gear VR users should expect if I change my existing app to support only Go moving forward. We would do this because of upgrading the SDK suite / integration from version 1.41 or lower to 1.42 or higher within the Unity project. As Oculus no longer officially supports the platform, we need to follow suit at some point or be stuck with an old SDK for too long. This is okay, given our small population of Gear users. However, we'd like to let them know in advance what will happen, and I really don't know for certain from the information seen thus far. The official announcement only clarified perhaps the most obvious points (I can't post links yet, but it was November 7, 2019 "Gear VR App Development no Longer Supported From Oculus SDK Suite 1.42 and Future Versions"). The current build on our STORE channel is Gear compatible. At some point we would update with one produced with a newer SDK, which will not be Gear compatible (Go only). Has anyone else done this already? If so, what did your Gear users experience? If their last compatible build remained installed, could it still be restored if it got uninstalled at some point later? We are aware that a newer incompatible build is not supposed to appear in the Gear store. If another build channel were created to have all the Gear users as members, would it change the situation at all? Anything else noteworthy? We are looking for an official response as well, but it's good to have the answer clarified among the community.1.4KViews0likes2CommentsConsider Foot Sensors?
I'm wondering if Oculus has considered, or would consider, creating sensors to track your feet while using the Quest. It has been fantastic to move about freely. You truly feel immersed. However, you're missing half your body while in the games. So, you can't really tell where you are standing while on a platform or moving to a certain spot in the virtual setting. All the sensors would need to do is track your ankle locations. Whatever the solution, it would make the experience that much more realistic.6.6KViews4likes5CommentsDllNotFoundException: libovravatar OvrAvatarSDKManager.Update ()
Hi guys, When trying to run any of the Avatars SDK samples, or when integrating it ourselves, I get "DllNotFoundException: libovravatar OvrAvatarSDKManager.Update ()" in the console. I'm trying Android GearVR on mac. I don't have other known issues using or building for GearVR. Thanks!15KViews0likes14CommentsOculus Go Development - Failed to Install Problems
So we haven't been able to install our app which is on the ALPHA Channel. We've recently upgraded Unity from 2018.2 to 2019.2.13f1 and Oculus' SDK tools from 1.32 (All the tools were on 1.32) to Oculus' SDK 1.48 (presumably v 15, we've noticed a fragmented naming convention with this now - but it is Utilities v1.47.0 / OVRPlugin 1.47.0 and SDK 1.48.0). Initially I thought it was perhaps the Oculus servers just not responding or something but we waited over the weekend and it's still an issue. Everything is passing, we can upload builds correctly through the CMD line tool, and even install by side loading the app without any hitches. However, we're getting the feeling that it's due to the 'Additional Validation Test Results' coming back with that somewhat limited result message: 'This upload includes a library from an Oculus SDK newer than 1.41, which is incompatible with Gear VR.'. Is there something specific that we should be checking off inside of Unity? I can't seem to find anything that is ONLY for GearVR since it's always combined with the Go in most instances. Attached below is going to be the OculusProjectConfig inside of the Oculus directory within our project: Here is screenshot of our OVRPlatformToolSettings inside of our Resources directory of our project (outside the scope of the Oculus directory): Inside of the OculusPlatformSettings we've got everything configured correctly there for the Oculus Rift ID + Oculus Go/Quest or GearVR ID. Should we generate another App ID? We'd rather not have to do this if it's not necessary (which I don't think it is). Otherwise, here is our Android Manifest file. We have generated a new one to test to see if that was the issue - so far it is not. We removed the meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" to see if that was the problem and it still has persisted: We do have a BETA Channel going with our project before we upgraded Unity + Oculus and we've tried to re-install that to see if it works and it does. Everything is coming down to this upgrade in particular and we would like some guidance on what we're supposed to be removing/checking/etc. within our project to get this to stop referencing anything of the GearVR. We have never built for the GearVR specifically and have no users using that platform to access our app. Any help would be greatly apprecitaed!1.9KViews0likes3CommentsChange platform GearVR/GO --> GO
Hello, I have a problem updating my app at the oculus store. I have an app, in the oculus store for Gear VR / GO (mobile platform). And my doubt is: can I change the platform to just GO (remove the gearvr support)? So I can update the apk only for GO. it's possible ?723Views0likes0CommentsDebugging of Virtual Reality application in Unity .. How to do?
I am developing a virtual reality application in unity. Every time I want to test my application I build and run the application on android note 5, Please tell me the way to debug the code? How to debug the VR application in unity and Visual studio?740Views0likes0CommentsAndroid build installs without an icon in the app drawer
Iam having this weird issue. I made an empty android project. When I built it and installed on my phone, the app icon showed up normally like it should. Then I added the oculus integration asset to build the app for Gear VR. Now after building and installing, the app installs itself without an app icon. It works fine if launched through cable or immediately after installing, but you cannot launch it afterwards because there is no icon to press in the app drawer. I don't get it what is going on and why the icon dissapeares when using the oculus integration. Thanks for any help.1.1KViews1like2CommentsMinecraft Xbox live log in not working.
Can't figure out why Minecraft on the Gear VR will not let me log into my xbox/Microsoft account. I start the game, click log in and then it tells me to unplug device... I unplug, and the Xbox app pops up with a button to "log in"... I press that and it says I need to plug device back into headset. Rinse and repeat, no luck. I Can't seem to find much help elsewhere so maybe someone here can help or has had luck.16KViews1like18Comments