VR Meta Quest SDK: Teleport to a location and disable controller movement + teleports
I am building a VR game using the new Meta XR SDK (previous Oculus Integration). I want the user to be able to press an object (using ray interaction), and get teleported to that location with a given rotation. Then I want to disable all form of movement either with controllers or hand tracking - the only movement possible should be physically moving around. I also want the player to be stuck to the same y-position level (and not fall due to gravity). To resume controller movement and hand teleportation I want the player to ray interact with another object. Any idea how I can do this?3.5KViews1like2CommentsMeta Quest 2 Controllers Acceleration
Hello, I'm trying to access linear and angular acceleration of Meta Quest 2 controllers. Here's the code I'm using: OVRInput.GetLocalControllerAcceleration(OVRInput.Controller.RTouch); It always returns vector with all components set to 0 for both controllers. The velocity/position works well. I'm using Oculus Integration package v47.0 and Unity 2021.3.17f1.2.7KViews2likes3CommentsAdding Oculus Integration to app for Oculus For Business, result in black screen
Thank you ahead to whoever is reading this and offering help I have been trying to follow the documentation of Oculus Integration and imply Oculus Integration onto my app for Oculus For Business made with Unity 2020LTS.I've been following the documentation guidance step by step and just add a cube and drag the OVRCameraRig prefab into the scene. Also, I have followed the guidance in the Oculus setup screen indication and finished setup like adding OculusXR plugin and setup minimum API level to 29 (Android 10). That's just all what I have done, basically following this page in the official documentation: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/ But when I build and run the app on my Oculus For Business device. All I can see is 3 dots with a black screen. After several secons the 3 dots are gone and there's just a black screen. If there's any guidance on what went wrong and how to solve this problem. Or better, if anyone know a dedicated page or group for Oculus for Business development practices that I can refer to, it would be great. Thank you all!1.7KViews0likes4CommentsUser Reporting Plugin
I have followed the instructions here for integrating our in game's user reporting flow with oculus button triggered user reporting: https://developer.oculus.com/resources/reporting-services?intern_source=devblog&intern_content=user-reporting-requirements-developer-tools-updates However when I run it in game (in Unity Editor), the flow just prompts me to record video and send it off to Oculus. The callback is never triggered. I have oculus integration version 47 in the project. Is there a way to confirm at runtime what version of oculus integration is actually running in project? Is there something I'm missing?2.6KViews2likes5Comments"Passthrough Hands" in the sample scene makes the child element of HandMeshUI "disable".
I'm testing a sample scene of the Passthrough API, but when I run the application after building it on OculusQuest2, the child elements of HandMeshUI are "disabled" in "PassthroughHands" and all Sliders are not displayed. Also, my hand is not displayed. All the other samples are working in the same environment. Do I need to set different settings from the others?2.7KViews6likes4CommentsCustom Hands shrink when adding colliders
So my job has insisted I learn game dev/vr dev for better or for worse and I'm having a pretty bad time of it, I do not get along well with this at all and the squeeze is on for "progress". I've been trying to add colliders to hands (using controllers) so I can just make a demo where in objects get interacted with. The hands always just pass through things; or when I add a collider to them they start really small and grow back to the normal size when I press the trigger. At that point it works fine collisions work exactly as you'd hope, grabbing, etc, until I release the button and they snap back down to miniature size. I'm on 2020.3.4f1 and using oculus integration. Anyone have any idea what's going on here?1.3KViews1like2CommentsOVRPlayerController 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?4.9KViews0likes9CommentsGet UserID returns my application specific user ID for debugging and testing.
I'm getting the users information with the script below. The id it returns is the id listed on the game API section under userid. See image. 420************** However when i authenticate with Oculus from my web site it returns a different number. 659************ How do I get my app to not use this application specific id for debugging and testing? void Start() { // First thing we should do is perform an entitlement check to make sure // we successfully connected to the Oculus Platform Service. Entitlements.IsUserEntitledToApplication().OnComplete(IsEntitledCallback); } void IsEntitledCallback(Message msg) { if (msg.IsError) { TerminateWithError(msg); return; } // Next get the identity of the user that launched the Application. Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); } void GetLoggedInUserCallback(Message<User> msg) { if (msg.IsError) { TerminateWithError(msg); return; } m_myID = msg.Data.ID; m_myOculusID = msg.Data.OculusID; var reportid = msg.GetUserReportID(); id.text = "msg.Data.OculusID : " + msg.Data.OculusID + " msg id: "+msg.Data.ID+" msg displayname: "+msg.Data.DisplayName + " reportid: " + reportid; TransitionToState(State.WAITING_TO_PRACTICE_OR_MATCHMAKE); Achievements.CheckForAchievmentUpdates(); }Solved4.7KViews0likes1CommentPlease expose Phase sync in OVRManager or other api call
Overall the Oculus integration (for Unity) is powerful and has a bunch of solid examples and so can be helpful and handy. The problem is the new xr integration setup in latest unity versions which is clunky, cumbersome and longwinded to use and partially incomplete and buggy. Due to that i (and many others) still use the old integration way with the builtin plugins and easily being able to toggle VR mode with a single toggle in player settings and it overall works much better with the old integration (camera setups and everything). Now the big issue: The latest addition in the Oculus Integration (in 23.1 i think), phase sync, can only be toggled on when one uses the new (still bad) xr plugin management setup as one can only toggle it in the UI for that. @Oculus: Please expose phase sync toggle in OVRManager inspector or add some other way to enable it in api call to OVRManager or similar and/or make it be toggled on by default. Thanks.686Views0likes0CommentsOculus Integration 18 has HUGE issues with Unity
There are a bunch of problems with Oculus Integration 18. 1. Only see black screen when launching app. When returning to Oculus Integration 17, can see game again. 2. Much longer build times. There seems to be many more shaders/textures added to the package which slows down builds.535Views1like0Comments