Oculus Browser - set start page?
I have a fleet of headsets through Oculus for Business. We deploy Oculus Browser on it for our WebXR project. Is it possible to change the start page in the browser, so that our site comes up automatically? If so, is it possible to do through Workplace? Currently, we set a bookmark to the site when we provision the headsets, but this has to be done manually on each headset, and the users have to remember to look in the bookmark list.1.3KViews2likes2CommentsOculus Go not pairing with phone anymore
I bought my Oculus Go back in 2018 and been using it for sometime now. Suddenly today when I turned it on, it was stuck with showing the 3 dots. I did a factory reset on the headset. Uninstalled and reinstalled the oculus app on my phone, I restarted both headset and phone multiple times. After I log into the oculus app on the phone and tried to add a new device, it detects the oculus go serial number but it is no longer able to pair with the oculus headset on Bluetooth. I have tried multiple times now to restart and reconnect over Bluetooth. Wifi is also enabler on my phone. Both phone and headset are fully charged. Now I do not know what to do anymore to get the headset working.Solved19KViews6likes19CommentsAnybody 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?4.5KViews0likes7CommentsMotionController events not available in EventGraph of Blueprint
Right click in eventgraph "All actions for this blueprint" does not have any MotionController (X) events. We followed these two guides from oculus and unreal. the Oculus Go Unreal Quickstart the Unreal Online Course "Creating Virtual Reality Walkthroughs" Platforms Unreal 4.24.1 Version: 4.24.2-11100242+++UE4+Release-4.24 Oculus SDK 1.41.0 Oculus Go Windows 10 Working and tested together on other projects We tried the Oculus branch of Unreal Engine and the Unreal installer version and have the same result. Steps to recreate 1. Create new project Games, Blank Blueprint Project (follow the steps from the Oculus GO Unreal quickstart) Mobile Scalable 2D/3D OculusVR plugin No starter content etc... 2. Configure Pawn and controllers, following the steps in the "Creating Virtual Reality Walkthroughs" Add a Blueprint Pawn, named "VRPawn" Add a Scene Add a Camera to the scene Add 2 MotionControllers, to the scene Configure MotionControllers for Left and Right Motion Source Configure MotionControllers for Visualization Display Device Model default Add a Blueprint Game Mode Set the default pawn class to "VRPawn" Save and compile Play the scene, and launch it on the Go. No errors Open the "VRPawn" blueprint In the Event Graph, right click and type "MotionController" Expected result See options from developer.oculus.com/documentation/unreal/unreal-controller-input-mapping-reference/ for GO controller, such as MotionController (L) Trigger MotionController (L) Thumbstick etc... Actual results No listing for any MotionController (L/R) input. Requested Action Describe the steps required to be able to use a Oculus Go MotionController event in a blue print. Thanks, Mark5.8KViews0likes9CommentsOculus Quest 2 controllers recognized as Oculus Go after building for Android in Unity 2020
I know it's a common issue with oculus products. I'm working on a VR project with the following tools and plugins: - SteamVR Package - Oculus Integration - Vive Input Utility All of them are in their latest versions. The project seems to run normally, both on the editor and desktop platforms. The problem is, when building for Oculus Quest 2 (Android), the controllers are replaced with the ones from Oculus Go, and the input mapping doesn't work either. I've tried changing the AndroidManifest.xml file, as seen in the following link: https://forum.unity.com/threads/ovr...lus-quest-is-detected-as-an-oculus-go.758540/ But still, It doesn't work. Has someone encountered with the same problem?1KViews0likes0CommentsECS doesn't work on the GO
I started a new project for the oculus go with the new DOTS, to my surprise, the app crashed when launched to the point I had to turn off and on the device every time. First I thought it was something with the optimization configuration, but after several testing, if I removed everything that had to do with the ECS the app worked perfectly. If someone has tried and succeed using DOTS and oculus prefabs please be kind enough to share how did you do it. The unity version that I'm using is 2019.2.0.f1, the Oculus SDK version is 1.391KViews0likes1CommentExpansion File Bundled Scene Not Loading Video (Go)
Hello, I recently used this tutorial from Gabor to attempt to get around size limitations for apks by creating an asset bundle and turning it into an expansion file. My app is essentially an interactive video player, with a 3.65GB video, in a single scene. I removed the scene from the build list, turned it into an asset bundle obb and created a new scene that loads the asset bundle and starts the loaded scene, it works in loading the scene and the interface, except the video doesn't play. Using Unity 2018.3.6f1 and Oculus SDK 1.34. Any help would be greatly appreciated, thanks!3.8KViews1like10CommentsGetting accurate timestamps for rotation data
Hello, I'm developing an app for Oculus Go using Unity 2019.1.12f1, the Oculus Unity Integration v16.0, and VRTK v3.3. I want to save the rotation of the headset regularly to plot on a graph later. So, for each rotation value, I need to get the most accurate timestamp possible. In the future, I'll be measuring the position of the headset too (on a better headset). Here's roughly what I'm doing, in a MonoBehaviour class that I'm attaching to an object in the scene: // The object representing the headset, set in the Unity editor: // (Uses VRTK's VRTK_SDKObjectAlias script to get the transform of the Oculus OVRCameraRig object) public GameObject headsetObject; private string previousRotation; void FixedUpdate() { // Get the headset rotation and time string headsetRotation = headsetObject.transform.rotation.eulerAngles.ToString("f3"); string curTime = Time.time.ToString("f6"); // Check that the latest rotation isn't equal to the previous value we collected bool isDuplicate = headsetRotation == previousRotation; if (isDuplicate) { return; } // Save the rotation and time somewhere ... latestRotation = headsetRotation; } Here is my problem: I'm saving the rotation value and the timestamp at the same point in the code, but I don't know if the timestamp is accurate. How do we know precisely at what time the rotation of the headset object was set? Having done some testing, I think that the headset's rotation data is updated once every frame. When FixedUpdate is called twice in one frame, the headset rotation is the same in both calls. I found that FixedUpdate gets the same rotation data as Update, but a couple of milliseconds earlier (since FixedUpdate is called before Update). In the Oculus Unity Integration, it looks like the script OVRCameraRig.cs is responsible for updating the GameObject's transform. I tried enabling the useFixedUpdateForTracking property, but this didn't seem to change anything. Does anyone know how to best get accurate timestamps for the values of the position and rotation of a headset? Thank you!918Views0likes0CommentsOculus Go - Get Oculus Identity & Verify entitlement fail
Unreal 4.20.3 - Oculus-branch Engine.ini: [OnlineSubsystem] DefaultPlatformService=Oculus [OnlineSubsystemOculus] bEnabled=true OculusAppId=xxx RiftAppId=xxx [/Script/Engine.GameEngine] !NetDriverDefinitions=ClearArray +NetDriverDefinitions=(DefName="GameNetDriver",DriverClassName="OnlineSubsystemOculus.OculusNetDriver",DriverClassNameFallback="OnlineSubsystemUtils.IpNetDriver") [/Script/OnlineSubsystemOculus.OculusNetDriver] NetConnectionClassName=OnlineSubsystemOculus.OculusNetConnection I'm listed as a developer / alpha tester on the developer center If I replace the RiftAppID with another app I've done on the Rift, it works (in editor) I've tried app via sideload and alpha release -- not working My question: what's going on? Will be important to obtain OculusID because our app collect info following questionnaire AND I would like to develop the Avatar on the Go. Also: is there's a way to make it work in-editor like rift apps? Am I missing something? Thanks guys!1.8KViews0likes7CommentsNeed to be able to grab with Oculus Go Unity
Hey! I'm very new to VR dev and am working on creating a game for my Oculus Go using Unity. I have one problem, I cannot for the life of me figure out how to grab an object. I've managed to create a pointer (laser) from my control which works just fine. But to be able to physically grab objects (whether it be with the remote, distance grab, or using the pointer) has had no results. Please if anyone could recommend me a sample scene or a tutorial which pertains to the Oculus Go (which doesn't support Steam VR and had a 3dof controller) I would be more than thankful.2.8KViews0likes6Comments