[Delete] Returning a gameobject to original position when release a grab from touch controller.
I'm having a scene with multiple gameobjects that i can grab. I am using the OVR Grabber and Grabbable scripts, but I want to set it up so that when the player releases the object in a certain distance, it snaps back to it's original position and rotation. Without using vrtk1.2KViews0likes1CommentHow to set up Local Avatar
Hi there, I'm trying to get the hand and the controller to show up properly on Go/GearVr. I tried to attach the LocalAvatar to the OVRCameraRig and the TrackingSpace, also tried some things as described here: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity/ and here: http://https//forums.oculusvr.com/developer/discussion/49444/attaching-local-avatar-to-player-controller-in-unity Somehow the hand/controller are to high / low or move on the z-axis when rotating the head. How do i get LocalAvatar lined up properly ? Thank you. Anne2.8KViews0likes1Comment[Unity][Rift]LocalAvatar not showing in app submission build
Hi There, I've submitted the app to the store(Currently still under review). For some reason when I downloaded from the oculus desktop app, my local avatar is not showing and controller as well. I developed the app in Unity v2017.3.1f1, Oculus Utilities v1.25.1, OVRPlugin v1.25.0, SDK v1.26.0 I have tried the follow: -Included the 3+ shaders and build in x86_x64. -Added the platform manager code. using UnityEngine; using Oculus.Avatar; using Oculus.Platform; using Oculus.Platform.Models; using System.Collections; public class PlatformManager : MonoBehaviour { public OvrAvatar myAvatar; void Awake () { Oculus.Platform.Core.Initialize(); Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); Oculus.Platform.Request.RunCallbacks(); //avoids race condition with OvrAvatar.cs Start(). } private void GetLoggedInUserCallback(Message message) { if (!message.IsError) { myAvatar.oculusUserID = message.Data.ID; } } } -added an Oculus App ID in both the Oculus Platform and the Oculus Avatars settings. -Provided test accounts on Unity Editor And yet it still not showing on the submission application. See it does show the ID number on Unity editor and shows the correct avatar. On local build it turns the default blue avatar. On Submitted app both controllers and avatar disappear. I am confused and lost now, looking everywhere doesn't help me in anything. Please help. Thank you.763Views0likes1CommentLocalAvatar detaching from OVRPlayerControler
To use the local avatar I had just been dropping it into the scene Hierarchy along with the OVRPlayerControler. But yesterday afternoon the LocalAvatar became detached, so when I moved the player around the avatar would remain in the starting location. They responded correctly in all other respects, rotation, and movement. I started a new project and imported just the Sample Framework with the same results. I also was prompted to update Oculus yesterday, that may or may not be related.434Views0likes0CommentsOVRPlayerController pick up objects (Grab)
Hello Im trying to grab objects with the OVRPlayerController and the LocalAvatar using the Grabber.cs and Grabbable.cs scripts but no luck. I look more than a thousands videos and documentation and i still can make it work. Im using: - Unity 5.5 - Oculus Rift - Touch Controllers3.7KViews0likes0Comments