257 Photon fusion compiler errors though i use Photon Pun 2
basically i use Photon pun 2 and i downloaded the meta sdk for in app purchases and Meta quest In game usernames but now i have almost exactly 257 compiler errors cause i dont use fusion and when i try Re downloading it and importing it, my project crashes and doesnt open again. Please help (editor version 2022.3.62f1)16Views0likes0CommentsMeta Quest white color saturation with OpenXR
Hello I am trying to build a VR application for Meta Quest 2/3 headset with Unity 2022.3.7f1 using OpenXR. However, when I build a pure white object, or whatever. The color appearing inside the build won't be pure white, it is something around RGB=(243,255,255). I tried many things such as URP Settings, OVROverlay, switching to HDR, environment light, texture compression to None, Graphics API to Vulkan, Color Gamut to Display-P3, OVRManager's Color Gamut to Unknown, Unmanged,etc... I can't think anything else. There is no light baking in my scene, nothing else than a pure white object. Can someone provide me some ways to prevent that please ? Here are my Unity settings :62Views0likes3CommentsDisabling hand grabbed object when entering a region
I have a 3D game object, Player that is grabbed and moved by hand or controller (ISDK). When it enters a specific game object, RestrictedZone, it should freeze not to move in. Movement of hand or controller should not cause the object to enter. But can be taken out of this region and moved. I tried several ways nothing worked as it’s grabbed and moved with button press. any help is appreciated.21Views0likes1CommentPerformance issues after building APK for Meta Quest 3
Hi everyone. I'm new to VR development and just created my first VR project in Unity for Meta Quest 3. When I run the game through Unity Link (Oculus Link) from my PC, it works smoothly with good graphics and no lag. My PC has 32 GB RAM and the game uses around 9 GB while running. But when I build it as an APK and run it directly on the Quest 3, I get problems like lagging, lower graphic quality, flickering, and sometimes low memory warnings. I know Quest 3 has only 8 GB RAM, so that might be part of it. But I would really appreciate help on how to optimize the game for Quest 3, what settings or methods I should use to reduce lag and improve quality, and whether there are tools to check what is using up memory on the Quest. Thanks a lot. I'm learning and want to get better at building for VR.65Views1like1CommentHow to balance both Oculus game Quality and Performance in Unity?
Hello Guys, I have been working on a car simulator for Oculus CV1 in Unity...Initially I gained 100+ FPS but image resolution was so weird and then I changed RenderScale to 2. It made my game look perfect but FPS went below 60 FPS (with Realtime Lighting and shadows enabled). When shadows get disabled FPS reaches 70 - 75..CPU usage in Profiler shows Rendering takes some extra time that cause FPS drop and I couldn't track GPU performance as there is a bug in Unity 5.5..3...So the question is how can I get sharp and crisp visual with req FPS? Hope I will get some solution here. FYI, Unity Settings I use : Unity Version : 5.5.3 (for some reasons I don't want to upgrade to 5.6) Color Space : Gamma Stereo Rendering Method : Multi-Pass AA : 2x Multi Sampling Anisotrophic Textures : Forced On VSync : Disabled Texture Quality : Full Res Rendering Path : Forward RenderScale : 2 (currently using) PC specs : Processor : Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00GHz RAM : 32GB Gfx : NVIDIA GeForce GTX 10703KViews0likes2CommentsHow to make the cursor in the center of the screen?
Hello everyone! I am developing an application in which I need to implement control using a gaze using a gaze cursor. I tried two implementations: 1) A cursor that slides over surfaces similar to the example from the ouclus integration package. I faced the problem that when using IPD tracking and cameras for each eye, it is noticeable how the cursor jumps from distant surfaces to near ones. This is due to the distance between the eyes, the change in the size of the cursor when switching between the near far surfaces is not noticeable only if you render one image per left and right eye. I need to preserve IPD tracking to create a VR effect, so this implementation is not suitable 2) I tried the implementation through a culling mask, when we create a separate camera that draws the cursor in the center of the screen and superimposes it on the image of other cameras. Here there was a problem of double cursor because when drawing the cursor relative to the central camera, this very center for the left and right cameras is located at different points Please suggest a suitable implementation or modification of the above Any help would be welcome :)1.2KViews0likes0CommentsGetting play area dimensions in Unity 5.4.0 not working
Calling OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.PlayArea) or OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.OuterBoundary) in Unity 5.4.0 always just returns a zero vector. OVRManager.boundary.GetConfigured() also returns false. We've tried this on multiple machines with the same result. This seems to have been fixed with later versions of Unity, we tried both 5.4.3 and 5.5.0 with success. Is there a workaround or some other way to get play area size in Unity 5.4.0? Steps to reproduce issue: - Create empty project in Unity 5.4.0f3 - Import Oculus utilites (tried on both 1.10.0 and 1.11.0) - Set up scene with OVRCameraRig, enable Virtual Reality support in Unity, etc. - Call OVRManager.boundary.GetDimensions in some script2.7KViews0likes9CommentsOculus Entitlement Check Fail from Oculus Library Launch?
Our submitted App VRBowling is visible in our Oculus App library tab. -- Unity v5.6.2f1, Oculus Utilities v1.15.0, OVRPlugin v1.14.1, SDK v1.16.0. -- Documentation says that entitlement check will pass if User can view the app from their library. This seems to be the case as it's visible. However when I launch the app from library I get Entitlement check fail. Also Entitlement Checks pass when in stand alone build (Unity 5.6.1f1 or 5.6.2f1) as well as working in Unity Editor Play mode in both versions with User Token. I have attached the Oculus Entitlement Check C# file we are using based on the Oculus / Unity Entitlement Check example code for reference here : using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.Events; using Oculus; using Oculus.Platform; public class OculusEntitlementCheck : MonoBehaviour { public string appID = "1078093085625410"; public GameObject extraNotice; public GameObject warningNotice; public GameObject enabler; // Use this for initialization void Start () { Oculus.Platform.Core.AsyncInitialize(appID); Oculus.Platform.Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCheckInit); } void Update(){ Oculus.Platform.Request.RunCallbacks(); } void EntitlementCheckInit(Message msg){ if (msg.IsError){ // User is NOT entitled. StartCoroutine(WaitForWarningShow(msg)); } else { // User IS entitled if(enabler!=null){ enabler.SetActive(true); } } } IEnumerator WaitForWarningShow(Message msg){ if(warningNotice!=null){ warningNotice.SetActive(true); } if(extraNotice!=null){ extraNotice.GetComponent<Text>().text = ""+msg; extraNotice.SetActive(true); } yield return new WaitForSeconds(30); NowQuit(); } void NowQuit(){ UnityEngine.Application.Quit(); } } However as Entitlement passes everywhere else except from a library launch it seems unlikely this is the cause of our issue. There's also a screen grab of the app appearing in the library. However as it seems to pass in Editor and Stand alone build and is also visible from the Oculus runtime app library, it seems unlikely that the C# code could be the issue as Entitlement check passes everywhere else. We have tried about 12 implementations with slight changes and variations to the above code but with no change in outcome. The problem seems to be launching the app from in the Oculus library when entitlement checks then seem to fail. At no other time. Also according to documentation Oculus Entitlement check should pass if the app is visible to the user from the library. As we can see the app from the library, entitlement checks should pass, it seems that the problem seems to only occur when launching the app from the library. not sure what the issue here is? When executing a local standalone or PIE the app loads straight away: We have submitted a few builds with tweaks to our environment set up and code for Entitlement Checks, but without yielding positive results so far. Rather than continuing to submit builds I thought it prudent to ask for support in this instance. Has anybody any idea why this is occurring for our builds launched only from the Oculus library? From what we have discerned if the app is visible to an Oculus user account in the library then that user will already have correct entitlement privileges, meaning entitlement check should pass from the library like it does in editor and stand alone builds. We have contacted submissions email reporting the issue in as much detail as supplied here and are awaiting response. In the meantime any insights/support/help anybody could give would be appreciated!2.8KViews0likes7Comments