Correct way to pause game when headset removed / Dash up?
Hi! I am working on a VR application and I need to meet VR.PC.Functional.3. I am testing this in a simple Menu Scene I designed, and it only works partially. When I hit the Oculus button to return to the Dash, the app pauses. Hitting that button again returns the game correctly. However, upon removal of the headset and putting it back on, the OVRCameraRig never begins rendering again. I looked at the component in the inspector while this problem is occurring, and it appears the the OVRCameraRig never was SetActive(true) again. Can anyone help or give me their code that works? Thanks in advance, PicoPlanet Developing Below is my pause script, attached to a separate gameobject: using System.Collections; using System.Collections.Generic; using UnityEngine; public class MenuPauseControl : MonoBehaviour { public GameObject OVRCameraRig; public GameObject Canvas; public GameObject EventSystem; void Start() { } void Update() { if (OVRManager.hasInputFocus && OVRManager.hasVrFocus) { ContinueGame(); } else { PauseGame(); } } private void PauseGame() { Time.timeScale = 0; //Disable stuff that still work while timescale is set to 0 OVRCameraRig.SetActive(false); Canvas.SetActive(false); EventSystem.SetActive(false); } private void ContinueGame() { Time.timeScale = 1; //enable the stuff again OVRCameraRig.SetActive(true); Canvas.SetActive(true); EventSystem.SetActive(true); } } and here's my hierarchy: Any help / code would be greatly appreciated!6.4KViews0likes6CommentsNot receiving 2FA confirmation code via text to enable dev mode
As the title says I am not able to set up my two factor authentication code with my phone number because I simply do not receive anything via text message from Meta. I have tried my girlfriends phone number and she also receives nothing. We both have different carriers... Is there any solution to this? I would really like to enable developer mode.. I have zero numbers blocked, I am receiving other automated texts just fine. Never had any problems with that, only with Meta.4.6KViews1like8Comments1.3.0 / Unity issue with Gear VR: Motion blur & juddering
Hi, When moving my head around, there is a judder issue (like a double texture rendering halo for a few ms), it's very visible with a B&W texture with only lines. - I tried other games on the oculus store with this gear VR and it's working well - When my app is starting, there is like 1/2 second without this problem, then a 'visual glitch', like if the system is re-adjusting the rendering, then this problem - I displayed the FPS on my app and it's between 50fps to 60fps - I have this issue even when I close one of my eye in the gear VR (it's not a stereoscopic vision issue) I cannot record it but this screenshot on geekzone (it's a different issue) is very similar to my rendering in VR (only when moving my head): http://www.geekzone.co.nz/imagessubs/blogfdbb14e244726b80556df55a0b54b5e8.jpg Any idea how to solve this issue ? I'm using a Samsung Gear VR / Galaxy S7 edge, Oculus 1.3.0 and Unity 5.3.4p2 (I tried with p1 same issue) Gui.3.6KViews0likes11CommentsOculus Integration's GetLoggedInUser() returns user ID = 0
We use Oculus Integration to source the user's ID, but we observe problematic responses for specific user account's responses from the Oculus SDK. The implementation itself is minimal to present the issue: Users.GetLoggedInUser().OnComplete(delegate (Message<User> message){ user = message.Data; }); For multiple accounts we would test against internally, which previously worked, we now receive a user with ID = 0, both in Unity Editor and on new and previous builds of the project where they once worked correctly. These accounts on Oculus PC have matching Oculus Quest accounts which do continue to work as intended. Has this been observed by others? The problem appears to have arose in the last few months.3.3KViews2likes1Comment[Go / Gear VR] Nodes 'Has Input Focus' and 'Get VR Focus State' not working as intended
Hello! I'm having trouble pausing the game using either 'Has Input Focus' or 'Get VR Focus State' blueprint node (and passing certification). I'm also using 'Has System Overlay Present' to check and pause the game if the Oculus overlay is displayed (which works fine). I've checked this on Unreal binary distribution 4.18 and 4.19. Current behaviour is that after about 10 seconds from removing the headset the game pauses but it does not pass certification so I assume there has to be abetter way or something is wrong? I was also looking at 'UnrealSample' from Oculus SDK but couldn't find anything related to pausing the game in that situation. Behaviour is implemented inside Game Mode blueprint, the actors that supposed to pause have the 'Tick Even if Paused' disabled. If anyone has some ideas or samples (blueprint or c++) that could show the working way to do this I will be very thankful. My implementation (also tried 'Get VR Focus State' in place of 'Has Input Focus'):Solved3.1KViews0likes7CommentsAdmin Verification in org manager trouble
Trying to get myself Admin verified since I am a sole developer without a 'business' I keep getting errors saying they cannot use my drivers license photo to verify my identity. I tried maybe 10 times with different landscape vs portrait photos. Even tried my marriage license. Now it is just stuck in request under review and I cannot do anything else with it? Is there a support email for this? Or has anyone else had this issue?3.1KViews6likes4CommentsSome post processing effects doesn't work with VR.
I am using the post processing version 2.1.0 and the latest Oculus Integration with Unity from the asset store. Unity version is latest official release, 2018.2.17f1. Extra packages installed: - Lightweight RenderPipeline 3.0.0 - RenderPipeline Core 3.0.0 - Shadergraph 3.0.0 - Post processing 2.1.0 - OpenVR 1.0.0 More specifically said, we just want bloom to work but we can't seem to do so without having to set the intensity so high that our editor gets whitened out, and only then, you can see a slight bloom effect in the VR. HDR is enabled.2.7KViews0likes2CommentsOVRInput.GetConnectedControllers() returns RTrackedRemote, while only RTouch controller is connected
I'm developing an application for the Oculus Quest with Unity 2018.4.2f1, and OVRInput was working just fine reading controller inputs from the Quest's Touch controllers. Then all of the sudden, with no obvious cause, OVRInput.Get() and OVRInput.GetDown() stopped behaving correctly, messing up my control scheme. For example, OVRInput.Get(OVRInput.Button.One), OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger), and OVRInput.Get(OVRInput.Button.PrimaryHandTrigger) all have the expected behavior - returning true whenever the A button, index trigger, and hand trigger are currently being pressed, respectively. However, OVRInput.Get(OVRInput.Button.Two) no longer responds correctly - instead of being true whenever the button is depressed and false otherwise, pressing the button once sets the value to true permanently. OVRInput.Axis2D.PrimaryThumbstick no longer gives any data. Digging into it a little more, it seems that my Oculus Touch controller is being confused for an Oculus Go controller. I have one controller connected currently - the right Oculus Touch controller, which shows up fine in the headset menus, but when I check the value of both OVRInput.GetActiveController(), and OVRInput.GetConnectedControllers() within my Unity app, both return RTrackedRemote, instead of RTouch, which is the only controller connected to the headset. Additionally, attaching a OVRControllerPrefab to the RightControllerAnchor of my OVRCameraRig causes my controller to appear as an Oculus Go model within VR (it previously correctly appeared as an Oculus Touch model). I've tried a couple of workarounds so far, including using the UnityEngine.Input rather than OVRInput, using the raw input mappings for the Touch controller, manually setting the ActiveController in OVRInput to RTouch, or overwriting the input mappings within the RTrackedRemote section of OVRInput to match those of RTouch, but none have worked so far. Has anyone encountered an issue like this before? Are there any workarounds/solutions I should try?2.5KViews0likes2CommentsGraphQL server responded with error 1891168: creation fail
Hello, i have been trying to submit an app, but on the payment information it requires the date of birth which is not accepted in any way ( i've tried many conbinations) does anyone have the same issue? literally its the only data stopping me from submiting the app.2.5KViews0likes5CommentsWhen is MetaXR OpenGL ES 3.2 Support Slated to occur? If ever?
Looking at the docs it seems like OpenGL ES3.1 is reported to be supported. But UE5 and 5.1 use ES 3.2. Having just tested MetaXR plugin with UE5.0 and enabling ES3.1 I found a brief but very vital warning stating "LogHMD: Warning: OpenGL is not currently supported by OculusXRHMD plugin". UE5 and 5.1 out of the box with OpenXR I don't belief share that information and simply crash when enabling ES 3.2. So essentially, is the aim to depreciate OpenGL ES 3.2 support? Will it continue to be supported until Vulkan reaches feature parity at least? Any news regarding this would be very helpful for VR Video Playback in Unreal and probably in general.2.3KViews0likes0Comments