OpenVR DLL, what should I do?
Hi, I have a game developed in Unity, using SteamVR SDK. And there is a error when publishing to Oculus Rift store, saying that I need to remove openvr_api.dll from the build. But all my code depends on openvr_api! There is some way to publish my game without the need of rewrite the hole code to use only Oculus SDK?3.2KViews0likes4CommentsPorting SteamVR/OpenVR game to Oculus Store.
Hi there, We've built a VR game in Unity using the SteamVR plugin that's built upon OpenVR. The problem is that we now want to submit the game to the Oculus store but we need to remove the Steamworks libraries, SteamVR and OpenVR API. The Steamworks libraries are not an issue but with all of the interactions being built upon SteamVR and with a lot of the components from SteamVR Interaction System being heavily modified, is there any quick way to port/modify this project to just use the OculusVR SDK so that it's acceptable for the Oculus Store? Or is our only option to basically start from scratch with the OculusVR SDK and modify that framework? Thank you, Fabio540Views0likes0Commentsopenvr_api.dll Error
When trying to upload to Oculus I keep getting the following error: "The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading: .../Plugins/openvr_api.dll" I've disabled all the plugins and removed the file but I'm still getting the error. Any help would be much appreciated! Thanks! R3.6KViews0likes6CommentsHelp forcing Games to run in Steam VR?
Hello, I'm a big fan of VR so far and have been having a lot of fun so far with using them. I had experienced no issues with lag, even with Steam VR running, and everything seemed to be working fine. Then, a software update rolled around, and now it seems as if, even if I open a game in SteamVR, Oculus VR bullies its way in and tries to run it anyways. Which, in some cases, is perfectly fine and even gives a slight performance boost. But in other cases, it renders the game completely unplayable, because it was built with OpenVR in mind and the Oculus VR app simply doesn't cooperate with it. However, despite having changed launched options, the game simply refuses to load in SteamVR, since Oculus just keeps muscling its way in. Is there any way to fix this? Has anyone else had this problem?641Views0likes1Comment[FEATURE REQUEST] Allowing openvr_api.dll in uploaded build for Rift
Hello Oculus community. I tried to upload a ZIP to the rift version of my app, i wanted to use the same build for Oculus, VivePort, Steam, upon uploading to Oculus i get the openvr_api.dll error. I think this should be just a warning, not an error, since my app works allright because i load and unload SDK's on demand. I want to use only 1 build for all the stores so i can save time. This is something that affects us all, is it possible to consider this?499Views1like0CommentsSingle unity build for both Oculus and SteamVR distribution?
I spent the last week porting my previously steamvr only game to target both oculus store and steam distribution. I have a nice multiplatform solution that passes all the VRC checks, except one! The package contains DLL libraries that are known to cause issues when running on the Oculus platform. These files must be removed prior to uploading: .........\Plugins\openvr_api.dll Please refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/vrc-pc-security-2/ Cleaning up... Test FAILED Following the link I read this: "The app must not contain extraneous files such as marketing assets, copies of the Oculus SDK, or libraries for other VR APIs and distribution platforms." This seems a bit predatory, some what Zucky to be sure.. ;-) .. FYI: My game was working great on the Rift AND Vive using OpenVR. Obviously I can work around this, but I don't want separate builds for each headset. Suggestions?4.2KViews0likes3CommentsOculus Touch controller registered as mouse input by Unity
Hi everyone, I've been working on a project in Unity where one person uses the Oculus HMD + Touch controllers to interact with the virtual environment, while another person monitors the first via PC (so on a monitor). The latter uses a (self-made) interface to enable / disable certain components for the person in VR; this interface is made with Unity's own UI elements (so: Buttons, Inputfields, Sliders, etc.). For some reason, one button of the Oculus Touch controllers - the B button on the right controller - simultaneously functions as mouse input. To give a better description: when the mouse on the PC is hovering over a UI component (e.g. an Inputfield) and the user in VR presses the B-button on the Right Touch controller, the UI component will be activated as if clicked on by the mouse. My question: has anyone encountered this before? How can I disable this? To give some further information on my predicament: I am using Unity 2017.2.0f3 I am using the OpenVR / SteamVR for Unity plug-in as the project needs to be compatible with both HTC Vive and Oculus Rift. Oculus is supported by this plug-in - the plug-in automatically recognizes the Oculus Rift and -Touch controllers when those are connected to the computer when the application is running. Input from the Oculus Touch controller is read by the aforementioned OpenVR plug-in - in particular, scripts such as "Steam VR_Trakced Controller" are used to read whatever input it receives and interprets it as a HTC Vive controller. This works perfectly fine despite the fact that Oculus Touch controllers are interpreted as HTC Vive controllers - for example, if the Thumbstick is touched, OpenVR will interpret it as that the Pad of the HTC Vive controller is touched. If it is clicked, it will register it as a Pad press. Any help would be very welcome! Thanks in advance!1.3KViews0likes0CommentsCrash in Packaged Build after deleting OpenVR
Hi there, I am experiencing a somewhat unique issue and couldn't find any other support topics regarding this. To upload a packaged build to the Oculus Store, the openvr_api.dll needs to be deleted from the Engine/Binaries/ThirdParty/ folder (they mention it conflicts with their systems). However, after deleting this file, my package crashes immediately on launch with the following error: [2018.02.28-18.48.33:069][ 0]LogEngine: Initializing Engine... [2018.02.28-18.48.33:320][ 0]LogWindows: Error: === Critical error: === [2018.02.28-18.48.33:320][ 0]LogWindows: Error: [2018.02.28-18.48.33:320][ 0]LogWindows: Error: Fatal error! [2018.02.28-18.48.33:320][ 0]LogWindows: Error: [2018.02.28-18.48.33:320][ 0]LogWindows: Error: Unhandled Exception: 0xc06d007e [2018.02.28-18.48.33:320][ 0]LogWindows: Error: [2018.02.28-18.48.33:320][ 0]LogWindows: Error: [Callstack] 0x000000006A984008 UnknownFunction [] [2018.02.28-18.48.33:320][ 0]LogWindows: Error: [Callstack] 0x00000000EBAA9FC0 UnknownFunction [] [2018.02.28-18.48.33:320][ 0]LogWindows: Error: [Callstack] 0x00000000EBAA9FC0 UnknownFunction [] [2018.02.28-18.48.33:320][ 0]LogWindows: Error: [2018.02.28-18.48.33:341][ 0]LogExit: Executing StaticShutdownAfterError Based on the logs, this crash appears to happen before the default map has loaded. Has anyone else experienced anything like this, or gone through the Oculus submission process and been able to launch their app successfully without OpenVR in their package directory? I should mention, this issue is specifically present when the package is launched without an Oculus headset connected. If the headset is connected and running, the app appears to launch normally. I am running engine version 4.18.3 w/ VRWorks. Thanks so much!708Views0likes1CommentMy OpenGL OpenVR application is very laggy
Hi All, I have an OpenGL application that is using OpenVR. (I know Rift is best with Oculus API, but as yet I do not have that option) Using a Vive every thing is fine. But using a Rift the image in the HMD is very very laggy and swimming. I have tried adding glFlush() and glFinish() calls all over the place. I have confirmed this on both nVidia and AMD hardware. Has anybody else seen this? Any suggestions on how to solve it? Thanks1.9KViews0likes4Comments