(Unity) OVRPlayerController- How to get OVRPlayerController to move with OVRCameraRig
I'm working off the standard OVRPlayerController, which has an OVRCameraRig as its child. This is a game where I need thumbstick locomotion (which the OVRPlayerControllerProvides), but I also need roomscale movement. In other words, I need to make sure that when the player moves physically, his in game avatar should also move. Currently whats happening is that when the player moves physically, the OVRcameraRig moves with him, but the parent OVRPlayerContoller does not move. This is an issue because I need my OVRPlayerController to move with my player at all times for proper collision tracking and targeting by Hostile AI. What is the best way to achieve this? Iv'e tried a few ways to make it work but wondering what the cleanest solution is. I'll also need hand tracking for this game. Perhaps I should simply use the AvatarSDK standard avatar and make it a child of a Character Controller for thumb stick movement? thanks for the help!20KViews1like11CommentsHow to make OVRPlayerController work with a collider with a shape of my choice?
Hello, In my project the player is mounted on a boat, so the collider with the shape of a vertical capsule does not conform to the shape of the boat and therefore does not stop on the walls and overlaps them until the capsule collides with the wall, leaving half a boat inside the wall. How can I make it work with the collider of my choice?676Views0likes0CommentsOVRPlayerController not working - Hands moving with Camera
I have been at this issue for over a week and I have seen similar posts on the forum that have been left unanswered so please if anyone knows how to solve it kindly let me know how. I'm using OculusInteractionSampleRig and onto it I added as a child or even attempted into the parent folder the OVRPlayerController and all the other necessary components such as Character COntroller, OVR Scene Sample Controller, OVR Debug Info, Character Camera Constraint and mapped the OVRCameraRig. However, when doing so the controllers work fine but the hand prefabs show up in the incorrect position and also move along the camera as I tilt my head or rotate around. This is an Oculus issue as even using the Locomotion Sample scene by Oculus themselves, the controllers are in the correct position but the hands aren't. Kindly find some screenshots of the setup. I really need the OVRPlayerController to work for my school project.2.9KViews1like2CommentsOVRPlayerController does not move with OVRCameraPrefab in Unity
Hello, I am using Unity 2020 and Oculus Unity Integration SDK 33. I cannot get the OVRPlayerController to move with the OVRCamera prefab. I would like to know if this is even a possibility any more - the CharacterCameraConstraint script has been changed significantly. I have tried setting up the CharacterCameraConstraint, the SimpleCapsuleMovement, CapsuleCollider and RigidBody onto the OVRPlayerController and it still does not work. In the locomotion example scene the OVRPlayerController also does not follow the camera. I could not find any documentation for how room based locomotion is supposed to work. I know this worked fine with previous Oculus integrations. Has this feature been removed on purpose? If yes why? Kind regards, LordSlimeballSolved7.3KViews0likes6CommentsOVRPlayerController not working correctly
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 and hold 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 releasing then 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?4.9KViews0likes9CommentsCharacter Camera Constraint not working properly
In Unity for as long as I can remember there has always required a "Character Camera Constraint" component attached to the "OVRPlayerController" game object in order to keep the OVRPlayerController game object following the player camera utilizing the 6dof of the Oculus Quest . Ever since Oculus Intigration 12.0 was released It seems like they have changed how the Character Camera Constraint component works as it now required several other components to function without throwing any errors. Even with all of these components (Capsule Collider, Rigidbody, Simple Capsule with Stick Movement) the OVRPlayerController only rotates with the player camera, the position never changes. Does anyone know how to fix this problem/ how to get this to work, or does Oculus have to patch it?4.2KViews2likes5CommentsUnity OVR Player controller not working
I am just starting to learn how to develop VR games in unity, I followed these steps to try connecting my quest 2: - Unity 2020.3 - Getting a developer account in oculus webpage (I don't know if you need to do something in the app, it seems in the past you could switch to developer mode but now that isn't there) - Created a 3D environment in Unity, and switched build settings to android. - Imported the Oculus integration package and installed the Oculus XR plugin. - The project is set to enable Quest 2 VR devices. - Deleted the main camera and created an OVRPlayerController - Added a Character Camera Constraint component to it, and dropped my camera rig into the camera rig slot of the component. -Connected the QUest2 to the PC with a USB cable, I am able to see my computer desktop and interact with it. - When I hit "play" the camera doesn't move and the following error shows up. Here are the component settings and the script belonging to that line of code. I have looked at several tutorials but the VR development changes a lot very quickly so if anyone has either a really recent guide or a direct tip on something I could be missing, it would be much appreciated.2KViews0likes0CommentsAny link to a FUNCTIONING example of a Unity project that ACTUALLY switches hands to controllers?
Hi, Any here can post a link to a Unity project where the OVRPlayerController or similar ACTUALLY PROPERLY switches from controllers (with hands on the controllers animated like in oculus home) to hand tracking and back? Already tried many different ways to make that function the past 2 or 3 days. Thanks in advance for posting a link to a project that actually functions properly that way in Unity 2020 lts (preferably, although 2019 lts is tolerable also).1.3KViews0likes2CommentsOVRPlayerController left stick doesn't move player around environment
Hi, I have a test scene with an OVRPlayerController where I can rotate with the stick on the right controller and walk forwards and backwards with the stick on the left controller which works perfectly. Then I created an OVRPlayerController in a scene that I have copied from another project. The player seems to work fine, I can look around with the headset and rotate with the stick on the right controller. But the left stick doesn't move the player around. What is the best way to debug this?562Views0likes0CommentsMove OVRPlayerController programmatically translates a character to a wrong location
I'm trying to teleport a user that meets certain criteria to a specific location on my level. I'm using OVRPlayerController and have a container object for that controller. Whenever I move the container via container.transform.position, it moves the container but also randomly moves the OVRPlayerController inside of that container. How can I disable this behavior? The CameraRig from OpenVR works just fine with the same approach so it's only OVRPlayerController affected by this.882Views0likes1Comment