Run / debug a build from Unity to Oculus Go live over USB?
I've gotten the procedure outlined in the docs working: make a build from Unity, install it using adb, open it on the Oculus Go headset. It works! However, that's a prohibitively slow workflow. I need a way to press Run in Unity and see the app launch in the headset, like I can using a non-mobile VR platform. If that's not currently possible, how is one supposed to develop apps for the Go? Is there some way to simulate the VR environment within Unity without using a headset? Or, should I develop using a full Oculus or Vive and then convert it for mobile as a final step? I don't feel it will be practical to have to make and transfer a build and navigate the menu system every time just to try my latest changes. Thanks in advance7.4KViews1like13CommentsAnybody 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?4.6KViews0likes7CommentsExpansion 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!3.8KViews1like10CommentsNeed 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.2.9KViews0likes6CommentsGo controller 3D model
Hello, I have a game that was built for Gear VR and I am now porting it to the Go. What are the best practices for showing the hand controller model in the game? Is there a way to detect which type of device the game is running in, then activating the appropriate controller model? It looks like this is a requirement in the VRCs. Also, where might I find a 3D model for the Go controller? Something similar to the Gear VR controller model that ships with OVRPlugin. Thanks!2.5KViews0likes4CommentsWhere is my RAM? Unity app on Oculus GO non-deterministic crashing with < 1gb memory used!
Been at this for a couple weeks now, so I need help. I have a relatively large app with many features, and recently it started exhibiting crashes, mainly during a new scene load, which made it terrible to track down. I eventually figured out were due to out-of-memory issues. I had no logs saying this, but doing an adb bugreport eventually showed the culprit as lowmemorykiller ending the process abruptly. So using Unity's great profiling tools, I was able to get my RAM consumption down from about 2gb to under 1gb. Crashes seemingly abated. Then I went on with other optimizations, including switching from GLES2 to GLES3+Single Pass Rendering. Now the crashes are coming back! I'm not using any more memory, except possibly for GLES3 itself - the profiler shows 1.02gb in use, 0.76 for unity and 270mb for "GfxDriver". However, I was previously able to have 2gb in memory before crashes before, on GLES2, so why would I crash now at ~1gb on GLES3? Further, the crashes are not consistent - sometimes I can play everything fine with no crashes, other times not. Sometimes, simply connecting to the Unity profiler pushes me over the edge to a crash, further complicating my debugging process. If I'm interpreting things correctly, the profiler says (right before the crash) that I'm using 1.02gb out of "reserved" 1.05gb, and that 2.40gb "total system memory usage" - so what is using the extra 1.4gb? Is there any better way I can isolate the specific causes of the issue? I really can't do much more to manage my RAM usage. Half of it is out of my control - 270mb on the graphics driver, and 200mb for the eye render textures - and it just feels like every time I lower my memory usage a bit, the point where I get a crash becomes lower to compensate. If I can't get an answer I'll just have to go back to the inexplicably working GLES2, and lose single-pass rendering, but that will lead to degraded user experience, so please send any suggestions! Thanks2.2KViews2likes4CommentsBUG in Oculus GO with Avatar SDK not showing OPENGL NATIVE PLUG-IN ERROR
Hello Oculus community, i just found out that in Unity 2018.2.14f there is a bug with Avatar SDK, when you open the cross platform sample scene in the oculus integration pack, in the oculus go you wont see the avatars, if you set the textures to ASTC they will appear shortly and then disappear , but the hands will be showing. In the logcat i get : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_VALUE: Numeric argument out of range and Graphics.CopyTexture with a region will not copy readable texture data for compressed formats (source texture format 50) I am going to test Unity 2018.3 beta to check if it works, if anyone has any idea whats happening ...2.1KViews2likes5CommentsEvent System and SDK
I literally have searched everywhere, but I couldn't fint any answer and frankly, all documentation available online is quite outdated. I am in the process of converting a game I made for Google Daydream to Oculus Go, and I'm having some pretty bad issues with this task, especially when it comes to interaction with objects. Daydream routed all controller events (movement and raycasting) through Unity's Event System, that meant that a click on the touchpad was enough to fire a OnPointerClick() event attached to an highlighted object. How do I route all Oculus Go interactions through Unity's built-in event system? I don't want to roll my own event system, I just want to know if the current scripts available in the Oculus Utilities package (current version 1.27) are enough to fire up event triggers on objects without writing a custom event system. PS: So far, I've tried putting a OVRCameraRig in the scene, attached a OVRPhysicsRaycaster to it, set the camera as the Ray transform and replaced GraphicRaycaster on a Canvas with OVRRaycaster.2.1KViews1like1CommentDetecting 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; } }1.9KViews2likes3CommentsOculus Go Installation Failed
I'm hoping someone can help me out here... I have prepared an Oculus Go app (built in Unity) for submission to the Oculus store. I managed to get an Alpha release working fine, and installed on my Go. However, I have now uploaded an updated version to my Alpha release channel but I cannot get the update to install on my device. When I try to update the app, I get an error notification (in the Go headset) saying that installation has failed. The binary has been tested and is working via ADB. When I try to update the app from the Oculus Android app on my smartphone. It hangs during the installation process (App is only 60MB... and I gave it about 20 mins before giving up) Furthermore, I am unable to uninstall the app from the device. I click uninstall (again from within the Oculus Go Headset) and nothing happens. Can someone please help me figure out what is wrong?1.7KViews0likes2Comments