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)18Views0likes0CommentsPerformance 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.120Views1like1CommentAnybody 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?4.6KViews0likes7CommentsAndroid 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.1.1KViews1like2Commentssome 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 time3.4KViews0likes7CommentsOculus Integration Plugin 1.43 broken on Unity 2019.2.x & need a Fix for 1.42
Hi, We are developing on Unity 2019.2.X on Rift//Go & Gear VR2. With Go & Gear VR, the unity Oculus Integration 1.43 is completely broken. For Gear VR2 we had to go back to 1.39 for a 'working' plugin, but with this version we had a rendering (flickering) issue. We had to compare 1.42 & 1.39 on an Android Export to finally fix this version. 1.43 was not working for additional reasons and we had to basically use 1.42. Our main issue was (for version >= 1.40) the complete disappearance of launch icon on Android for Gear VR. It was possible to launch the app with adb shell but not from the phone screen icon. This issue was in the gradle generation script of Oculus Integration and it can be fixed: Script : OVRGradleGeneration.cs Line : 199 to 206 Fix : Comment out everything between 199 and 206 : //foreach (XmlElement e in nodeList) //{ // string attr = e.GetAttribute("name", androidNamepsaceURI); // if (attr == "android.intent.category.LAUNCHER") // { // e.SetAttribute("name", androidNamepsaceURI, "android.intent.category.INFO"); // } //} @Oculus Unity Plugin Team: Please fix 1.43, it's really terrible on the Unity Asset Store. In the future generation of the plugin, please do not remove the LAUNCHER setting in the Manifest for Gear VR as it will remove the launcher icon from the Android screen.736Views0likes0CommentsHow to sign Gear VR APK using Signature Scheme V1?
Reposted from Unity Forums. Hi, I'm using Unity 2017.2b but this error also occurred in 2017.1. I'm trying to build an APK for distribution in the Oculus store. Signed APKs nowadays are generated using Signature Scheme V2, which Oculus does not support. The Android documentation says that in order to use V1, you must add "v2SigningEnabled false" to your Gradle file. I switched the build system to Gradle, and made a custom Gradle file. Beneath defaultConfigs, I added: signingConfigs { release { storeFile file("myreleasekey.keystore") storePassword "mypassword" keyAlias "MyReleaseKey" keyPassword "mypassword" v2SigningEnabled false } } Gradle complains that it cannot find "v2SigningEnabled". Full error message here. Has anyone run into this before? How did you sign your app for Oculus?4.5KViews0likes6CommentsRemoving manifest permissions
Hello! I have issues with the following manifest permissions, which I don't need or use in my app: android.permission.RECORD_AUDIO android.hardware.microphone android.permission.READ_EXTERNAL_STORAGE I've overcome this by selecting skip permissions = true; This solves the issue but created a new one. I need the ACCESS_FINE_LOCATION which became also unavailable because of skip permissions. What can be done to properly set the manifest with the right permissions? Thanks!1.5KViews0likes1CommentFailed to run my Gear VR app apk in my S8 device
Hello, I'm using Unity 2018.4.6 with Oculus SDK 1.39. When I finished my building the apk couldn't run in my device with the following error: OVRADBTool System server has no access to read file context u:object_r:sdcardfs:s0 (from path /sdcard/Oculus/Temp/Fruits Sky-debug.apk, context u:r:system_server:s0) Error: Unable to open file: /sdcard/Oculus/Temp/Fruits Sky-debug.apk Consider using a file under /data/local/tmp/ Error: Can't open file: /sdcard/Oculus/Temp/Fruits Sky-debug.apk Before I used to build and run application using unity when my phone is connected without a problem also The app doesn't show on my mobile, Note: I have built the project using Oculus > OVR Build And Run468Views0likes0Comments