OVROverlay don't work with Oculus Quest
Hi guys, Like the title mention, I can't find no way to make OVROverlay to work in any scene on the quest. Everything is working perfectly in editor through link. I'm using Unity v2019.3.9f1, Oculus Utilities v1.52.0, OVRPlugin v1.52.0, SDK v1.52.0, Oculus XR Plugin 1.4.3 and Unity Integration 20.0. At first I tried building OVROverlay sample scene (with and without "Protected Context" from XR settings) without success. While this is working in editor and don't show any error in build, I'm currently out of solutions. Can you think of anything else ? **documentation/unity/unity-ovroverlay/** This could come from this option that is no longer available : "For Oculus Quest: To enable support on Oculus Quest you must also render the OVROverlay layer as an External Surface and select Protected Content in Player Settings > Virtual Reality > Oculus." OVROverlay layer as an External Surface ? What is this ?3.6KViews0likes5CommentsUI buttons only work after the first click
Is any one else experiencing this? My buttons do not work the first time you click them but once past the first click they work 100%. I'm building using the new updates for both Unity 2019.3.5f1 and Oculus 14.0 Any ideas as to what is causing this are welcome. Thanks407Views0likes0CommentsOculus Integration 1.39 not working for Quest in Unity
A couple weeks ago I built an APK for Oculus Quest using Unity. It was a build of the Oculus Integration package’s SampleScenes. This build worked, it was rather buggy but it worked. Then a few days ago there was the release of a new version of Unity (2019.2.0.f1) and a new version of Oculus Integration (v1.39). Since the updates, I have been unable to get the new versions to create a functional build. When I output an APK using the Oculus Integration sample scenes, it does not run properly. The first time I loaded and ran the APK on the headset, it opened and ran the first scene (StartScene) with no problems, but when I tried to open the next scene it crashed. I was able to fix this by deleting the Android Manifest and then re-creating it. This let me open the next scenes but when I did nothing in the other scenes worked. The locomotion was not functional, the avatar hands were not connected to the controllers... none of the Sample Scenes I tried worked. ??? It’s important to note I have touched none of the code. I started with and empty 2019.2.0f1 shell set up for android and VR. Then I downloaded and installed the Oculus Integration Package v1.39 from the Unity Asset Store. I simply took the sample scenes provided by Oculus and loaded them into a build. I had to adjust the Player Settings for signatures and such, but those where the only modifications. One would think this should work. I had it working a few weeks ago. Also the test build I did for Oculus Integration that worked and was on the headset, no longer functions properly at all. I did not reload it or touch this file in any way. I feel Like I’m missing something. But what?3.9KViews0likes11CommentsOVRPlayerControler not working
I'm trying to get the OVRPlayerController (from the Oculus Integration package on the Unity Asset Store) to work. I'm building for Quest and I'm using Unity2019.2.0f1 with Oculus Integration v1.39 to build my APK's I'm able to build and run the APK, but when I push the left hand joystick forward the avatar jumps ahead a bit then stops.The same happens with the right hand joystick. I have to keep repeatedly pushing the joystick to move forward. I have played with the OVRPlayerController settings with no luck. What am I missing here? How do I get the controller to move the avatar smoothly with out stopping?1.5KViews0likes5Comments