(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!21KViews1like11CommentsOVRPlayerController 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, LordSlimeballSolved7.4KViews0likes6CommentsOVRPlayerController 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?5KViews0likes9CommentsCharacter 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?4.3KViews2likes5CommentsOculus Custom Hands - Stutter
I have been trying to work out how to implement the custom hands in Unity. I got it mostly working, except the hands are very buggy when moving. I tried to search through google, reading forums / watching videos but can not seem to find a solution. I did set the frames to 90 in the time settings and while that did improve it, it is still very laggy. I'm not sure if this is a bug or not, does anyone have any info they could share? Thanks. Jay.4.1KViews0likes19CommentsOVRPlayerController 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 Controllers3.7KViews0likes0CommentsOVRPlayerController 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.2.9KViews1like2CommentsOculus Custom Hands - Stutter
I am trying to implement custom hands, for some reason it stutters / lags. I set the frame time to 90fps which helps a bit but still way too laggy. I have searched online for a long time and can not seem to find any answer. To be more specific, it is just the hands that lag / stutter. Seems to do it more when moving or turning. The custom hands are not attached to the OVR player controller, attaching them seems to make them disappear. Can anyone explain whats going on or has the same experience? ** I have already tried setting the time settings to 1/90 which is 90 frames per second. This does not stop the jitter / stutter / lag with the hands. Thank you in advance.2.8KViews0likes9CommentsPlayer Movement with Joystick Rotation
When using the Oculus SDK OvrPlayerController prefab I have been having an interesting problem with the player rotating when I use the joystick. Basically if a player stands in place and tries to rotate the camera by using the right joystick the entire player physically moves with the camera rotation. Essentially the player moves in a somewhat large circle which means that any rotation near and object leads to a collision with that object. I tried starting a fresh project and this still occurred with just the player controller prefab in a scene/ If anyone could help me eliminate this problem that would be great. Thanks!2.3KViews0likes1Comment