The phalanges are driving me mad!
Hi all, I'm trying to add a simple sphere collider at the hand joint : index tip. so i thought this would be easy in the documentation i found the accessor function gethandtransform(), so i grabbed the gameobject of this transform tried to add the sphere collider..... and no luck. next step i tried to create a game object at the point, set its parent to the gethandtransform, set its position ect ect and still no luck, then i spotted that in the hierarchy that the object right hand is disabled. how can i achieve what i want to do ?1.4KViews0likes5CommentsFirewall rule sets
Hi, I am currently developing a multiplayer VR Experience in Unity with Oculus SDK Integration. Our company has some strict Firewall settings and I need to tell our IT department IP Addresses ports and protocols for new rules sets. My current issue is, that I cannot use the Oculus store, friend list and the SDK is not able to load the custom avatars via ID from the Oculus servers. We already implemented some rules. We already set IP range 31.13.84.xxx TCP / TLS and 69.171.250.48 but still seem to be missing something. My app only loads the default avatar but not the customisation. Everything works when using a normal Internet connection, so its definitely our IT's firewall fault. It would be nice to get an exhaustive list of IP addresses and Ports to open, that I can send to our IT department to properly use all Oculus services. Best7.6KViews2likes5CommentsCustom Oculus Avatar Mesh on Unity
I am using the following documentation to load a personalized avatar into my unity project: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/ We have followed steps 1-4 on this documentation, including creating an oculus app id and pasting it in both the OculusAvatars and OculusPlatform. I am running into two issues: 1. The "PlatformManager.cs" already exists in the project (it is included in the OvrAvatar folder) 2. When I use a unique name like "PlatformManager1.cs" and continue the remaining steps, my personalized avatar does not load, the standard blue avatar remains. The only console error I get is "Unrecognized message type: 78859427" Am I doing something wrong? Is there an updated guide for including the personalized avatar in Unity? Please help!4.5KViews0likes9CommentsOculus Avatars hands animations on a full body avatar?
I’ve implemented a full body avatar using Final IK in my prototype and while the results are beyond my expectations so far, it’s missing hands animations. So I was wondering if there was a way to use the awesome Oculus Avatar hand animations on a standard humanoid rig?2.7KViews0likes7CommentsOculus Avatar Sdk for Unity
Hi. Im trying to figure out how Oculus Avatar SDK works. For testing im using Oculus Quest. The problem is - I cant get user ID, which i need to load his/her own avatar of Oculus account. Here is part of code: Oculus.Platform.Users.GetLoggedInUser().OnComplete(OnGetLoggedIdUser); private void OnGetLoggedIdUser(Message<User> message) { if (!message.IsError) { Debug.Log("========ID of User========"+message.Data.ID.ToString()); } } But message has error, which says "The user isn't signed in or their account state wasn't in a recoverable state." What i should do to fix this?890Views0likes2CommentsQuest Avatars appear only skin colored.
In Oculus Integration 1.39, we noticed an issue with Avatars on Quest. The entire Avatar is rendering as skin color with some strange artifacts. It appears as if the UV maps have been messed up on the Avatar textures. I can confirm the Oculus Avatar id is being assigned properly and that Oculus is returning the proper Avatar. However, the Avatars are pretty nightmarish. If anyone has any tips for fixing this issue, that would be great. Thank you!581Views0likes0CommentsOculus Avatar Hands with Controller example
Hi, I need to teach a player how to control a project i am creating, and would benefit a lot if i could use the Oculus Avatar hands with the controller in them, because they react when you place your fingers on each button and move the thumb stick. They can be found in the Avatar Samples. Does anyone know how i can migrate these into my project or where i can find a tutorial do something similar?869Views0likes2CommentsCustom Oculus Avatar support between Rift and Quest
We are developing our software in Unity 2019.2.1f1 for both Quest and Rift. We are using Oculus Integration v1.40. Users of the application can join each other regardless of device. Currently, all Quest users will see custom avatars and all Rift users will see custom avatars, but neither will see the custom avatar from the other set of devices. Rift users see the white standard avatar for all Quest users and Quest users see the white standard avatar for all Rift users. Is there support for Custom Avatars between the two devices? If so, how can I go about implementing this feature. Thanks.1.5KViews0likes4CommentsTimeline for ARM64 support for avatars on Oculus Quest?
On 4/23/19 Oculus integration 1.36 was released with this note: The Oculus Integration for Unity (not including the Avatars components) has been updated to support ARM64 development Three months later and Oculus Avatars still don't support ARM64. If you do an ARM64 build of an Oculus Quest project in Unity (2019.1, Oculus integration 1.38) all avatar components disappear. What's the timeline for adding ARM64 support to Avatars?1.2KViews2likes3CommentsChange Avatar Hands Material In Oculus Quest
what is the procedure of changing the avatar's hands material in Oculus Quest? Atm, it appears white and to me, it looks like someone forgot to place material. I tried to change the prefabs colors but it didn't work as it seems like everything is assigned on runtime. in the avatar hands material manager, there is a whole palate of skin colors but the color of the appearing hands are still white. If anyone can direct me: whats the correct prefab (i played around with any "hand" prefab I could find. how can I take advantage of the DefaultHandMaterialManager2.1KViews0likes1Comment