UI Flickering in Oculus Quest
Hello, I want to ask about UI Flickering in Oculus Quest developing using Unity 2019.1.7f1. I already increase the Dynamic Pixels per Units in Canvas, but it doesn't fix the issue Anyone faced this before and have solution for this? I attached the image here: Thanks in advance, Arutala2.2KViews0likes2CommentsGetting Both touch controllers to interact with Unity UI
I have one touch controller working with Unity UI. I'm was using the HandedInputSelector from Oculus/SampleFramework/Code/DebugUI/Scripts/HandedInputSelector.cs It only supports one controller at a time. I'd like to support 2 controllers. What do I need to do to get both controllers to manipulate the UI? What I thought might work is I disabled the HandedInputSelector script. Then on the EventSystem object that had an OVRInputModule I added a second OVRInputModule. The first has its rayTranform set to the right hand, the other to the left. For the left I duplicated the LaserPointer and assigned the "cursor" property of the second OVRInputModule to that LaserPointer duplicate. The original LaserPointer has a LaserPointer script with a Cursor Visual reference to a sphere. So I duplicated the sphere as well and pointed the second LaserPointer to the 2nd sphere. And, nothing. No pointer comes out of the second controller and no interaction. What should I do to get both controllers to manipulate UI? I'm on Unity 2019.3.6 with the 14.0 version of the Oculus asset from the unity asset store (2020 March 14th)919Views0likes0CommentsOculus Quest 3 Dot Loading in Unity App
Unity 2019.1.3f1 and most recent Oculus SDK I built out a quick UI where the user is required to interact with this keypad. They need to click on the buttons to enter the code and press enter. Except every time a button is clicked, three dots appear and the headset takes has to load. Not sure why as this has worked on every other headset with no issues. Would love some feedback!3.4KViews2likes5CommentsGearVR Line Renderer
using System.Collections; using System.Collections.Generic; using UnityEngine; public class NewBehaviourScript1 : MonoBehaviour { // Use this for initialization private Transform childObject; private ParticleSystem objectParticles; private LineRenderer objectLineRenderer; void Start () { childObject = gameObject.transform.Find("EventHohl"); objectLineRenderer = childObject.GetComponent<LineRenderer>(); } // Update is called once per frame void Update () { if (OVRInput.Get(OVRInput.Button.Two)); objectLineRenderer.enabled = false; } } I'm making VR video player with controls based on gearvr controller and I want to add function that will remove line renderer(because it disturbs when you watch video) and turn it back on touchpad click, or swipe up/down, idk. I tried to do this, but it couldn't work, upper you can see my code. EventHohl is eventsystem to which I attached linerenderer1KViews0likes0CommentsUI flickering issue on Oculus Gear
Hi guys, We have created a VR based app for oculus gear which runs on samsung devices using Unity 3d. In the app we have scroll view with list items, the scroll list flicker when UI is too far from camera(OVRCameraRig used) but looks clear when it is near to camera. We are unable to figure out the flickering issue. Thanks in advance1KViews0likes3Comments