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:6.7KViews0likes9CommentsApplication.Quit() causing app to hang, any advice?
Hi, Currently to exit our application I am calling Application.Quit(), upon calling this, the app is no longer rendered to HMD (Rift goes black) however the application is still running on desktop but is frozen and unresponsive for ~40s63 seconds before closing, giving the impression to the user that its crashed. No error files/logs are created, as you would expect from a Unity crash and our output log shows no errors. Could you offer any support or advice on this? Thanks, Sam5.1KViews0likes7CommentsUpgrading Oculus Utilities from 1.22 to 1.30
@imperativity Hello there! I have some issues with my old Oculus integration and I want to upgrade to the newest version via the unity asset store. I already tested the new integration in a clean project and realised that the folder structure seems to be different than the old one. Everthing is now stored in the Oculus folder and not anymore in different OVR folders which is quite neat BUT i wonder how i am supposed to upgrade my old project without problems. Thanks for your help! Christopher2.9KViews0likes12CommentsClosing 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 Collins2.3KViews0likes5CommentsUse 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.Solved2.1KViews0likes3CommentsPositional Tracking Stuttering when Entering/Exiting VR
We recently upgraded our project to Unity 5.6.4p2 from 5.6.1f1. We're noticing now when we toggle VRSettings.enabled from false to true the positional tracking gets really jumpy. Everything else in the scene is running at frame rate. Hands rendering from the avatar sdk, scene elements, etc. are all fine. But the tracking jumps around a lot at like 5 FPS. Tried in an empty scene as well and we can reproduce. We're not getting any errors so not sure what the source of this is. We've tried with Utils 1.24 and 1.26 and both behave the same way.1.8KViews0likes6CommentsTouch Controller Tooltip Design
I'm starting to design the controller tutorial for my app, to show the player what all the different Touch Controller buttons/triggers/sticks do in my app. I'm surprised not to see any Unity examples or best practices of this in any of the Samples or Tutorials out there as every app needs to do this. If you've come across any good examples or have created one, please share. For example, Oculus Medium uses a range of interesting techniques (2D & 3D), so it would be wonderful to see how something like that could be implemented in Unity.1.7KViews0likes1CommentLow poly-count indoor scene with performance issues while looking outside the room (weird pattern)
Hey there, Sorry, couldn't make a good title for this long post. To start, I have a discussion (https://forums.oculusvr.com/community/discussion/62088/experiencing-some-lags-stutter-in-games-apps-laptop-gtx-1060-is-hardware-the-problem#latest), that explains my problems while playing the Oculus Home app and Robo Recall. The lags/stuttering do not make them unplayable but is noticeable. The takeaway could be that my hardware is, in fact, the problem. Here's the build (if you didn't see in the other post): It's a Laptop i7 7700 HQ 2.8 GHz 32 GB RAM GTX1060 GPU headset pluged in usb 3.0 (but says 2.0) - using an usb 3.0 extension because the usb close to the HDMI is under an Asmedia controller with compatibility issues 1 sensor in usb 3.0 1 sensor in usb 2.0 it was expensive (I'm in Brazil) Secondly, what I've already tried: Set windows settings to performance over quality Disabled USB power saving in windows settings Went to Devices panel and turned off USB power saving option in every USB device possible Disabled windows defender while playing/working (I have no other anti-virus) I have no recording apps or anything with overlay issues that I've read about Disabled game overlay in GeForce Experience Set performance option in Nvidia Cotrol panel Now talking about Rift and Unity. I read about performance and optimizations and first I have to say that I did nothing about that in this scene that I'm going to show. I wanted to understand the need for optimization before optimizing. In unity docs they say you can get away with from 1 to 2 million vertices in view. I setup a scene with a maximum of 56k vertices in view. Why? Because I had one with 250k max and the stuttering was really noticeable, so I did cut a lot of heavy things. So how the scene is setup? Unity 2017.3.1f1 Only baked ligthmap No realtime shadows, because no realtime lights 1 non-directional lightmap of 4096x4096 (better than many of 1024x1024?) Forward rendering - tried with deferred too, with the same result Stereo rendering mode - tried single pass and multi pass, with the same result Two baked reflection probes (box projection) 6 point lights (baked) 1 directional light (baked) Camera (center eye anchor in a OVRCameraRig prefab) - not using Skybox No atlas for the textures used (the ground and one wall paper on the wall) - image below Too many materials? Lighting settings: Player settings: Here tried GPU Skinning, Graphics Jobs, with same results. Model hierarchy: The selected object has a mesh renderer as it's children. (the grouping can affect batching?) So, let's see the problem in video. I have three in youtube (linked below) In Unity without the profiler (with stats): https://youtu.be/-RjO3wu6l3Y In Unity with the profiler (with stats): https://youtu.be/lq7bQodU_Ho With a build (Fantastic quality) https://youtu.be/umb17rUJCOk I tried with lower quality, but the problem persist. When I crouch and stand up it happens too (simulating the pattern shown in the videos above). No problems when the view is restricted inside the room. When I look "outside" through the glass door (transparent material with reflections) the problem occurs. Disabled Static and Dynamic Batching once to see what happened, and the stutter happened on the glass door, instead of when moving the head to face the table. I read that the unity Skybox is a problem. I supose I'm not using it. I really want to understand what is going on here, before I try to optimize without knowing what to. Again, too low-end hardware?1.2KViews0likes1CommentSimulate Xbox One Home Button Press?
Making a game that uses both Xbox One controllers and mouse for the Rift on PC. When pressing the Home button on the Xbox One controller, it returns the users to the oculus home app and puts the game in a "suspend" mode. I was wondering, is there a function call in the Unity utilities anywhere to replicate this functionality, such as when doing this when clicking on a UI button? I tried using both OVRManager.PlatformUIConfirmQuit(); OVRManager.PlatformUIGlobalMenu(); But these apparently only work on the Gear.1.1KViews0likes3CommentsQuest 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.1KViews0likes2Comments