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.1.2KViews2likes2CommentsOculus 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.Solved19KViews6likes19CommentsOne user, multiple release channels
Hi, We want to be able to have multiple release channels (dev, bleeding edge, stable) to service our dev/test team and different clients with different levels of risk tolerance. This is fine if we assign any given user to a single channel, but it seems if we give a user access to multiple release channels they are only ever offered the highest available version across all channels. This means that, for example, a dev can't have access to all three channels on a single device. Am I missing something here? Is there some way to achieve what we're looking for other than having separate application profiles for each of these levels of stability we want to support?1.1KViews1like2CommentsAnybody 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, Mark5.7KViews0likes9CommentsOculus 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 1.391KViews0likes1CommentOculus 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 ?723Views0likes0CommentsUnity Oculus Integration asset and Oculus Go problem
Hi all, I'm trying to use the Oculus Integration assets to create an app for the Go for a client, but some scripts or libraries in the VR folder of the assets make any build display the Device Update in Progress dialog. The Go itself had been left for something like 3 days to try and eliminate an actual update in progress. Does anyone know what is at fault and how to fix it, or alternatively, are there any alternative prefabs built that directly use the XR subsystems without relying on the Oculus Integration assets, or at least, any pointers on translating the input tracking for the controller correctly.1.8KViews0likes2Comments