Is there a way to turn on anti aliasing MSAA for GearVR in Unreal Engine 4.14?
I'm working with Unreal 4.14 which supposedly even has a new forward rendering path for VR, though not sure if it is meant just for desktop vr or for mobile too. I'm attempting to get antialiasing working on a Galaxy S6 with GearVR, but I've spent the past 2 days trying out all sorts of things and nothing makes a difference. Basically, I start with a blank project set to mobile + scalable graphics quality. Then I've tried the following. Always packing to Android ETC2: . default project settings (theoretically deferred path by default). . With the new forward rendering option. . Setting any combinations of the following console variables: . r.MSAACount . r.MSAACompositingSampleCount . r.DefaultFeature.Antialiasing . r.MobileOnChipMSAA . r.MobileMSAA . r.MobileContentScaleFactor . gearvr.EnableMSAA Nothing seems to enable anti aliasing. I also posted this on SO, gamedev SE, Unreal AnwerHub and the Unreal forums. and no one has replied anything other than "MSAA should be on by default for GearVR." Has anyone experienced this? Does anyone have any thoughts?Solved26KViews0likes29CommentsOVRInput.GetUp not working correctly in Unity 2017.2 with GearVR Controller
So, I seem to have encountered an issue in Unity 2017.2 with Oculus Utilities v 1.18.1. Calling OVRInput.GetUp(OVRInput.Button.PrimaryIndexTrigger) does not return true when releasing the trigger on a GearVR Controller. I wrote the following code to test this: void Update () { if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) { r1.material.color = Color.red; } if (OVRInput.GetUp(OVRInput.Button.PrimaryIndexTrigger)) { r1.material.color = Color.white; } if (OVRInput.GetDown(OVRInput.Button.PrimaryTouchpad)) { r2.material.color = Color.red; } if (OVRInput.GetUp(OVRInput.Button.PrimaryTouchpad)) { r2.material.color = Color.white; } if (OVRInput.GetDown(OVRInput.Button.Back)) { r3.material.color = Color.red; } if (OVRInput.GetUp(OVRInput.Button.Back)) { r3.material.color = Color.white; } } The Primary Touchpad and Back button work appropriately when the GetUp and GetDown functions are called, and GetDown works with the Trigger, but GetUp is just not working. I tried this same code in 2017.1 and it works fine.9.2KViews0likes23CommentsUnity 5.6.1 - Gear VR: Choppy movements in an almost empty scene
Problem: Unity 5.6.1 - Gear VR: Choppy movements in an almost empty scene. Samsung Galaxy 8+ If I create a new Unity project and add a simple moving sphere or a default particle emitter and publish to Gear VR, the resulting movement is choppy regardless of frame rate. Has anyone else experienced this problem. I will provide details if this is not already a known issue, as I have performed lots of troubleshooting tests already. I'm hoping the solution is something simple like turning on a setting. I have setup my project as per the Oculus and Unity documentation. What I would love is a bare bones, empty, pre-made unity project with all the correct settings for Gear VR set, TimeManager settings, etc. Thanks, Steve8.5KViews0likes47Comments[SOLVED] Click events fired twice on Gear VR
Hello, I am having a strange problem since the latest Oculus/GearVR update (not sure which one it was :blush: ). When I click on a button in Editor it works as expected, same when running the app in dev mode on the phone. But when I put the phone into Gear VR, clicks/taps are executed twice. I tried debugging via Wi-Fi and adb printed debug text from the same function twice (looks like in different frames though). I am using OVRCameraRig, GazePointerRing (from sample framework) and OVRInputModule. Buttons are standard ones from Unity's UI. I have two apps with this problem. One is made in Unity 5.4.2f2 (Oculus Utilities v1.9.0, OVRPlugin v1.8.0) and another in Unity 5.5.0f3 (Oculus Utilities v1.10.0, OVRPlugin v1.10.0). I tried to run older version of the app made in Unity 5.4.2f2 and it has the same porblem. I know that it worked before. Here is additional information on GearVR/Oculus software installed on the phone: Samsung Galaxy S6, Android 6.0.1 Gear VR Service 2.6.41 Gear VR SetupWizard 2.3.20 Gear VR Shell 2.3.02 Gear VR System 1.1.05 Oculus 2.26.7 Oculus System Activities 1.11.0-45918658 Oculus System Driver 1.0.4.2-45411680 You can see the OVRInputModule settings in the image below. "Invert Swipe Y Axis" setting was added by me but it doesn't affect clicks. Any help appreciated!7.5KViews0likes14CommentsUnity unable to find libaudiopluginoculusspatializer
Hello there. I keep having this error appearing in Adb Monitor's console after removing the GearVr and put it on back again. In that exact moment, the game crashes ("Application closed unexpectedly") and this is the only error line that appears. We have never needed this libaudiopluginoculusspatializer before, and had no problem after putting the GearVR back on, that is why I find this error kind of sudden. Could any of you tell me where can I find this libaudiopluginoculusspatializer or give me any hint? We are currently working on Unity 5.3.6p4. Thank you very much in advance.5.3KViews0likes7Comments[OculusGo] How to remove Google Mobile Services? (UE4.18)
Hi there. I'm trying to port a GearVR Game to OculusGo. It's not a big deal, because it's nearly the same. But there is one restriction - Google Mobile Services have to be disabled . Compatibilty Test: "The package uses Google Mobile Services, which is not supported on this device." Google Play Support is set to false and all Google PlugIns are disabled., but that doesn't help. Does anybody know how to fix it? Thanks in advance, Andi, DEFICIT GamesSolved4.8KViews1like14CommentsAnybody 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?4.6KViews0likes7CommentsHow 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?4.6KViews0likes6CommentsUnity 5 Virtual Reality Supported: Text shimmering / aliasing when running on GearVR
I've spent the last 2 days trying to figure this out but have not come up with a conclusion. I'd appreciate if anyone has experienced the same and any thoughts. Basically, I'm noticing that if I have a scene with text in it (world canvas and UI text component), when I build for GearVR with Unity's VR support, the text aliases like crazy. To be honest I'm not even sure 100% if it is plain old aliasing. The text just constantly shimmers. I tried moving things around in case, for some reason, I was getting z fighting on the canvas but it seems it is not. I tried enabling anti aliasing from the quality settings and neither does it seem to make a difference. Also seems like I need to create a new quality preset and set it as the default for Android for the antialiasing to even take effect when running on the GearVR. I tried tweaking the Canvas Scaler Dynamic and Reference pixels/unit settings (which are not entirely clear to me from the docs btw). But at most, I was able to make the text slightly blurry as mentioned in the Unity VR guide and it barely helps. I tried making the canvas and text huge and then scaling the canvas down to 0.05. finally I tried making my text bold and bigger. And that seemed to mitigate the shimmering to a certain extent but not 100%. But I've seen Unity apps for GearVR that don't exhibit this shimmering issue. So I am wondering what else might I be missing. I'm on 5.3.3.p3 if it makes any difference.Solved4.4KViews0likes3CommentsCannot play in editor while developing for GearVR. (Failed to initialize libOVR CAPI Error:)
I am developing on a system which USED to have a Rift attached and the Oculus runtime installed. However, I recently uninstalled the Oculus runtime and detached the Rift. Now, when I try to work on my GearVR project in Unity, I find I am unable to press play in the editor. When I press play, a popup appears with the title "Failed to initialize LibOVR". The popup body says "CAPI Error:" and nothing else. I can build for my device and run it on the Gear just fine, however it is very inefficient to only be able to test by building to a device. How can I configure Unity/Oculus to not attempt to connect to an HMD which is not there? Surely I do not require a Rift to develop for GearVR? i am also seeing a warning which may or may not be related: VR rendering requires one of the following device types: (Direct3D11, Direct3D12). Your graphics device: OpenGLES34.1KViews0likes26Comments