257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)25Views0likes0CommentsPerformance issues after building APK for Meta Quest 3
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.138Views1like1CommentAnybody 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?4.6KViews0likes7CommentsMy 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.1.5KViews0likes2CommentsDebugging 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?744Views0likes0CommentsAndroid 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.1.1KViews1like2Comments[GearVR] Multi-view and MobileHDR
Hi, Can anybody explain to me why mobile multi-view doesn't work with MobileHDR ? When I turn it on i only get the image of the left eye. Any idea if this is just a bug or if it requires substantial work on the engine side ? Would I be wasting my time if I try to fix it in the engine myself ? Is there any plan from Epic or Oculus to support this in the near future ? Thanks1.8KViews1like5Comments[Gear VR] Using StereoLayers to render stereo cubemap a la Oculus 360 photos - how ?
A question popped up on UE4 forums about rendering cubemaps in UE4 in the same quality as they are in Oculus 360 photo app. As far as I know, it's not possible to do such thing using standard to UE4 sky sphere method, because not only sky spheres are not timewarped, but also they act as standard world texture when it comes to mipmaps. So in order for sky sphere to look good, it can not have any mipmaps. Then I read this doc https://developer3.oculus.com/documentation/mobilesdk/latest/concepts/mobile-rendering/#mobile-perf-guides-resolution and I remembered that Stereo Layers support cubemap and are timewarped. So I figured that perhaps using StereoLayers we can render cubemap and Oculus Mobile SDK do the same thing to it as it does to cubemaps in Oculus 360 photos app. Am I thinking in the right direction ? Now, the questions is how to render stereo cubemap using StereoLayers in UE4, if it's even possible at all ? The end goal is to be able to make either a 360 photo gallery a la Oculus 360 app, or to use that for archviz - have several rooms pre-rendered in stereo cubemaps and have clients transition from "room" to "room" by swapping cubemaps in StereoLayers. Thanks2.7KViews1like8Commentssome question for Blend Render Compositor layer( OvrOverlay ) with Opaque & Transparent model
First of all, Compositor layer contain two type, called them Overlay and Underlay. i have readed the post https://forums.oculusvr.com/developer/discussion/comment/536880#Comment_536880 which talk about how the 3d model correctly show or hide while using Compositor layer. i want ask a extra qustion to confirm my assumption for using Compositor layer right. Is Oculus Gear vr home app using "Underlay" to Render Ui Panel ? oculus staff said "we do use overlay in Gear VR home, and the fact is that everything is made by overlay in gear VR home", while gear controller & its white laser can display in front of ui panel shown below. if gear home using "Overlay" not "Underlay" to render ui panel into cylinder, i do not figure out a valid method to render controller & its laser in front of ui panel, because of "Overlay" blend with eye buffer using Overlay Rt's alpha value. while "Underlay" blend using eye buffer's alpha value. using Overlay Rt's alpha value for blend and "Overlay" render in front of all things, make the "Overlay" layer can not leak a hole to show the controller. consider what i assume is right, there must be "Underlay". so gear vr home need "poke a hole" for eye buffer while shader the hole's alpha = 0, which ui panel can blend into eye buffer correctly. Finally, the render action list for using Compositor layer combine with controller & room shown below: 1. render cinema and some opaque things except gear controller 2. render some transparent things except gear controller laser 3. in simple, clear total eye buffer alpha into 0 4. render controller & laser, write them alpha to corresponding location 4. Underlay ui panel blend with eye buffer, leave eye buffer alpha = 1 not blend so, Is it right render order for gear vr home ? but the method above can not handle the situation while gear controller behind the UI panel render using "Underlay" because their alpha already = 1. Or there contian other method to use"Overlay" render ui and make contrller render right? thanks for your time3.4KViews0likes7Comments