Default Avatars are showing instead of user's avatar in Rift App
Dear Devs, My app has Rift and Quest support. I've created two applications in dashboard, one for Rift and one of Quest. I've also pasted the app IDs in the Platform and Avatars Settings file in Unity. Added a sample build to Rift application and Quest application and uploaded the build, added test users oculus email ID. The same oculus email ID is being used for the login inside Unity as well. I'm getting the blue default avatar instead of the user's avatar in the Rift Application. Please let me know how to resolve this. I've also added the Data Usage Checkup => Avatars, User Profile and User ID. Please let me know if anybody has resolved this issue. Thanks.951Views1like0CommentsCRITICAL bug - entitlement check fails in local builds
Add test user account to release channel on app dashboard Sign in to Oculus Home with test user account Download and run the app Create a new build of the app in Unity Run the newly created .exe Expected: the entitlement check succeeds Actual: the entitlement check fails with error OVR76444553 It was working correctly until yesterday. The same thing happens with several user accounts. I have tried uninstalling and reinstalling the Oculus software. This is a CRITICAL problem which is preventing us from developing our app. Please help!! Attached: logs from OculusLogGatherer.1.4KViews1like3CommentsOculus Integration's GetLoggedInUser() returns user ID = 0
We use Oculus Integration to source the user's ID, but we observe problematic responses for specific user account's responses from the Oculus SDK. The implementation itself is minimal to present the issue: Users.GetLoggedInUser().OnComplete(delegate (Message<User> message){ user = message.Data; }); For multiple accounts we would test against internally, which previously worked, we now receive a user with ID = 0, both in Unity Editor and on new and previous builds of the project where they once worked correctly. These accounts on Oculus PC have matching Oculus Quest accounts which do continue to work as intended. Has this been observed by others? The problem appears to have arose in the last few months.3.3KViews2likes1CommentGalaxy Forces VR - Source
Just wanted to make an announcement that this Rift (and Steam) game Unity source code is now available to learn from as Public Domain. The game has passed the Technical, Content and Publishing reviews for the Oculus store and is released there and on Steam. Featuring - 55 levels - Race / Mission mode - Global Hi-scores / Replays - Level editor Sadly the game didn't sell well, but I'm happy to help others. It took me 8 months to produce and release. Some gfx is bought and the music is done by another but the rest is done by one person. https://www.galaxy-forces-vr.com/ https://sourceforge.net/projects/galaxy-forces-vr/ https://github.com/rh-galaxy/galaxyvr832Views0likes2CommentsAvatar Hands not showing in Built Game
Hello Guys, first of all i am using Unity 2020.1.13f1 with the Oculus XR Plugin Version 1.5.0. I'm having issues with the Local Avatar Hands. When starting the game in the Unity editor everything is fine. But in the built version of the game the hand meshes don't show up, even though i can still use them normally. Now i have looked the problem up and found simular threads where the hands don't show up at all. But the fact that in my project the problem only occures in the built version really confuses me. In my scene i am using the OVRCameraRig from Oculus Integration with a LocalAvatar as a child of the trackingspace. If anyone has faced the same problem or knows something about it, i would appreciate any advice. Obviously i am available for further information. Thanks!778Views0likes0CommentsHDRP Unity only render one eye
Hi guys, I am having a problem bothering me for weeks. I have been using Unity 2019.4 hdrp to build a scene for my research. I'm using Oculus Quest via Link. However, everytime I try to build the game, it always ended up with only render the left eye while the right is totally black. I have tried using built in XR plugin and XR management, removed post-processing package and tried both multipass and single pass instance mode. None of them works. Just wondering if anyone have same problem or ideas to fix it? Thank you so much.1KViews0likes0CommentsOVR Custom Hands are offset and have the wrong orientation
I am working in a team of 5, we are using Unity 2019.2.17 for our game and using Perforce as source control. We implemented the custom hands into our project and it worked for a while but out of nowhere my hands started being offset from my original hand position. None of my teammates have this issue and I don't see this issue in other unity projects or applications either. I have tried reinstalling unity, deleted and got the revisions of the entire project, and also re imported the oculus integration. What should I do to fix this problem?3.9KViews0likes2CommentsObtaining head tracking information
Hello, I am trying to record head tracking info such as orientation, velocity and acceleration of headset when moving head side to side. Anyone know how to obtain these records in Unity? I'd like to output these values to a cvs for analysis. Thank you1.7KViews0likes5CommentsCamera working fine in Unity Editor, but breaking down after a few seconds in the standalone exe
Hello, I'm facing a problem that I can not really debug, and I feel like I'm missing some crucial step in building for Windows. So any insight would be much appreciated. I also asked the identical question over at Rift board, so I apologize for duplicates. But I just realized Unity Development is the correct place, not Rift. Basically, when I run any game that I'm building in the Unity editor it works just fine. But when I export the game as an exe and run it from there, within seconds, the frames start cascading down, getting squished vertically and leaving jittery trails at the top. - The version of Unity is 2019.2.9f1, with Oculus Integration Asset from the asset store, v1.43 - The headset is Oculus Rift S and - The monitor is running at 2560 x 1440 resolution. I captured a video of what it looks like, but apparently I can't attach links yet. So I made a low quality gif which essentially shows what's going on: Has anyone else encountered a problem like this? As I said it seems like I'm missing a step, but I follow the instructions by Oculus Documentation and there doesn't seem to be anything out of order. Thanks in advance583Views0likes0CommentsHow to display different content in left/right eye?
Using SDK : Oculus Integration for Unity - 1.41 Using Game Engine : Unity 2019.2.11f1 Using devise : Oculus Rift I'm thinking of showing different content on the left and right eye displays as the title says. Is it possible to achieve using OVRCamerarig? The reason for displaying different content for the left and right eyes is Taking panorama images using two RICOH THETA, I plan to split the two shot images into two spheres in Unity and display Sphere 1 on the right eye and Sphere 2 on the left eye.2.4KViews0likes2Comments