Anybody 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?4.6KViews0likes7CommentsOculus 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?1.1KViews0likes0CommentsECS 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!924Views0likes0CommentsNeed 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.2.8KViews0likes6CommentsI need an example of how to accomplish Requirement VRC.Mobile.Input.3 in 2020
Requirement VRC.Mobile.Input.3 When the user presses the back button, the app must either go back one level in your UI or display a menu with an option to quit the app. (https://developer.oculus.com/distribute/vrc-mobile-input-3/) This is the last requirement I need to solve to get my app accepted. the only forum search result is here: https://forums.oculusvr.com/developer/discussion/comment/613684#Comment_613684 which is from 2 years ago and I don't think it is relevant any longer with the latest oculus integration using unity 2019.3+ and the target is Oculus Go. Can I just see a working example of how this is accomplished in 2020? I would prefer to not make a custom exit prompt menu myself. isn't there a premade one I can drop in? thanks490Views0likes0CommentsDetecting and Switching Handedness
In our game, we're trying to detect and switch the handedness. I've found the basic information on the calls to get the information for which hand is set in the profile, but I can't find any more information on it. We're having an issue where I detect the handedness setting, and I can set the handedness (using the toolset OVRPlayerController) to the left hand by moving the "TrackedRemote" object to the right or left hand anchor. But, that's not working out. The switch doesn't seem to happen, even though it does in the editor (by manually setting the "lefthanded" bool. I'm not really looking for code assistance as much as I'm looking for more information. Does anyone have a good resource for good info on how this works or an idea of what we've missed? I've spent several hours searching. We're working on the Go, in Unity 2018.2, and using the code below: private void OnApplicationFocus(bool focus) { leftHanded = OVRInput.IsControllerConnected(OVRInput.Controller.LTrackedRemote); SetHandedness(leftHanded); } public void SetHandedness(bool isLeftHanded) { if(isLeftHanded) { trackedRemoteRef.parent = leftHandAnchorRef; } else { trackedRemoteRef.parent = rightHandAnchorRef; } }1.8KViews2likes3CommentsCan I use OVROverlay to get better 360 video performance?
Hello, I am developing an Oculus GO app in Unity that shows a 360 video player. So far I have been using a VideoPlayer that renders to a RenderTexture and a sphere with the Skybox/Panoramic shader that uses the same RenderTexture. It works great for most videos. But some videos with a lot of motion "flickers". I have a video of a skier going down a hill and every time he passes objects close to the camera the object appears twice. I took a photo of one of the lenses in the GO: As you can see you can clearly see two sticks where it should only be one. And when you actually look into the glasses the effect is even more obvious. I have tested with a 4096x2048 video. But it doesn't seem to matter if I use higher or lower resolution of the videos. I think it is more a limit in the way I render the video to the sphere. Now to the question: So I started reading about the OVROverlay today and when I read the documentation it sounded like this could be used to render videos to a sphere with better performance. I tried to setup a scene with an OVROverlay and a video player but I couldn't get it to work in the Oculus GO. I used the SampleFramework 180 degrees video player as a source. But I couldn't get that sample code to run on my GO at all. Has anyone used an OVROverlay to render 360 videos?1.6KViews0likes3Comments