Why does my gameObject's mesh edges were flickering in Oculus?
Hello Guys, I am making a quite big world for my game in Unity for Oculus Rift. Initially when I tried my game with default settings it looked somewhat blurry and mesh edges were flickering like a hell (especially trees). So I changed RenderScale value to 2 from 1. It made huge difference in my game quality but FPS went below 60 and then I adjusted RenderScale value to 1.2 so now my game quality is okay and FPS is also okay. But the problem I'm facing now is the flickering in mesh edges. I even tried with 8x MSAA but still flickering exists. Does anyone know how to solve this. FYI : THOSE FLICKERING PROBLEM IS ONLY IN OCULUS SCREEN, PC MONITOR DOES NOT SHOW THAT MUCH FLICKERING Oculus Version : Oculus Rift CV1 Current Settings : Rendering Path -> Forward, AA -> 8x MSAA, VSync -> Disabled, Color Space -> Gamma, Stereo Rendering Method -> Single Pass. PC Specs : RAM -> 32GB, Processor -> Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00 GHz, Gfx -> NVIDIA GeForce GTX 1070 If you guys need additional Info, I will provide :smile:6.7KViews0likes9CommentsDefault 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.958Views1like0CommentsAR Passthrough / ZED Unity Package v3.5 / Unity 2021.1 / XR Plugin
Anyone have this combination working? Maybe I could get a copy of your Unity project? If I use the Zed_Stereo_Rig prefab, it works, but I get strange rotations on the pass-through quads in the Rift. There's no updated documentation on GitHub (unity package) or Stereolabs developer for the new Unity package. I have posted on the Stereolabs Community forums, but no responses.786Views0likes0CommentsLaunch to Rift S on Press Play?
Hey guys, I have a Rift S that I would like preview my Unity build in. I'm using 2020.1.11F1, have XR Plugin Framework installed and Oculus Integration installed. When I push play and put headset on I just get the Normal Rift home screen stuff and nothing else. How do I preview my game without building it and just pushing "play?" Unity 2020.1.11F1 XR Plugin management 3.2.16 Oculus XR Plugin 1.5.0577Views0likes1CommentQuest vs Rift: OVR Player Controller Misaligned
Hi Everyone, I posted this to the Unity Forums but didn't get any advice. I've been doing Unity development with my Rift. One day, I had the idea of seeing what would happen if I ran a Unity scene using my Quest via Link. After doing so, my player controller has been consistently off whenever I use the Rift in Unity or in builds created by Unity. I'm apparently too new to post links so I'm going to lay this out using multiple comments so I can post video of the issue.1KViews0likes2CommentsUse Oculus Quest as Rift for Unity Developement
Hey, for faster compilation time and for console output i would really like to use my Oculus Quest as Oculus Rift over the USB 3.0 Cable connected to my computer in unity. I know that I can run virtual reality games on my computer and stream them to my Oculus Quest via Oculus Link. How can I enable the feature to stream to my Quest in the Unity Editor when I hit the play button. I found a discussion from 2019 that is maybee outdated: The official Site does not mention a possibility to use the quest inside unitys editor: I currently can not paste the links because this is my first post here.Solved2.1KViews0likes3CommentsClosing the Oculus App Crashes Unity
Pushing play on any of the demos scenes in the unity sdk will open the Oculus app, if you close it at any time unity will crash about 25-30 seconds later. I know you get a warning saying it will close any app your running in vr but why does the unity editor crash!? Looking at the crash log you get the error "The thread tried to read from or write to a virtual address for which it does not have the appropriate access." Thanks Steve Collins2.3KViews0likes5CommentsAny way to shift the desktop window center?
I finally measured the center offset from in VR compared to the desktop mirror and the desktop (which uses the left eye's POV) is down and to the left. I've found that this makes for a poor viewing experience for spectators and streaming/recording since centering the desktop view requires looking up and to the right of your target. Is it possible to do anything about this or is it just part of the limitations of VR today?704Views0likes1CommentOVRCameraRig different fov when running without VR
For debug purposes I want to be able to run without having Oculus Rift connected. The game starts ok, and displays in a window representative to the Oculus resolution, but the fov is way up, both horizontal and vertical, I see way more than what I do in VR. I have the camera in a parent object, but no scaling is done, and the view is just fine running with VR... why is there a difference? Should there be? If I change the fov on the CenterEyeAnchor to one third (30 deg) in non VR it's about right... Is it a bug? Running Unity 2019.1.0a14, Oculus Integration 1.32.1 (don't have any problem with it after disabling some code lines that caused trouble).575Views0likes0Comments