[Feature Request] Edit in Play Mode for Oculus Quest in Unity
I've been building an application for Go until recently, but after trying the Quest am seriously considering changing my platform because of the 6DoF. My Go development process so far has been like this: I use a Rift hooked up to my PC to do most of my Unity development (because of the perk of editing in play mode), then build to the Quest and make sure my build is bug-free before pushing it to my main branch. What I'm wondering is if we'll ever be able to use the Quest hooked directly up to Unity instead of needing to use the Rift for that purpose. Do other people want this feature?9.8KViews16likes35CommentsOculus Quest 1 Rendering Glitch In Left Eye
Hello, I am currently developing a Unity Game for Oculus Quest. Game has been in development for about a year now but I am experiencing a new issue. In the left eye, its seems like some materials just get shifted and skewed suddenly, flashing in and out of place. Everything renders fine in my right eye. This only exists in one scene, everywhere else the game runs fine. When I first observed this issue, I was also experiencing poor framerate, so I figured they were related. I have now optimized the scene to have decent framerate (still more work to be done) but I am still experiencing this same glitching problem. Here is a video of the issue (sorry for the poor quality): https:// youtu. be/ 8VEjHfAopSs (Won't let me post links so just remove the spaces) Has anyone experienced this before? I'm hoping to find an answer towards what is happening and how to prevent it. I was expecting it to be tied to the framerate, but this issue seems to persist even as the framerate gets better. I have plans to continue improving the framerate, but I will be in a bad situation if I get the framerate up to standard and still have this problem to solve. This is Unity 2020.1 using URP. Rendering with multiview setting for Oculus Quest. Using Unity XR and Oculus SDK from package manager. Issue does not occur on Quest 2. Any help, questions, or ideas would be greatly appreciated. Thanks everyone!2.1KViews2likes2CommentsAccessing local files
Hi all, I'm looking to store video files locally on the Quest and access them from the apk through their file path. To be clear, I'm trying to access the internal storage on the Quest via an installed apk. This would be a video stored in the movies folder or something similar that can be viewed inside the Quest through the Gallery. I am aware that the file path of the apk is available and looks something like /storage/emulated/0/Android/data/com.company.name/files but this is not what I need. I am aware of obb expansion files but we are simply using too many external files to fit inside the size constraints of an apk + obb (approx. 7GB). This app will not be pushed to the store either so I'm not worried about any of those constraints, we will hopefully be using the enterprise edition. Any help would be greatly appreciated! EDIT: Solved24KViews2likes17CommentsCharacter Camera Constraint not working properly
In Unity for as long as I can remember there has always required a "Character Camera Constraint" component attached to the "OVRPlayerController" game object in order to keep the OVRPlayerController game object following the player camera utilizing the 6dof of the Oculus Quest . Ever since Oculus Intigration 12.0 was released It seems like they have changed how the Character Camera Constraint component works as it now required several other components to function without throwing any errors. Even with all of these components (Capsule Collider, Rigidbody, Simple Capsule with Stick Movement) the OVRPlayerController only rotates with the player camera, the position never changes. Does anyone know how to fix this problem/ how to get this to work, or does Oculus have to patch it?4.3KViews2likes5CommentsOculus interactions SDK experimental grab force release (Unity)
I am trying to develop a VR app with Unity for Oculus Quest 2. Is there a way to perform force release of currently grabbed objects? I've tried with interactor's Unselect() method but after that grab becomes imposible sometimes, i.e. I can't grab objects with current hand anymore.Solved6.6KViews1like4CommentsOVRHandPrefab + OVRGrabber not working in Oculus Quest 2
Hello! I'm trying to make a grab scene with my Oculus Quest 2, but not working. I've try with CustomHands Scene but hands rendered upside down and tracking not working. I've try too with OVRHandPrefab + OVRGrabber, tracking and rendering are good, but grabbing not working. OVRHandPrefab doesn't have Grab Volumes and I cannot see the hand in Editor (for creating these Grab Volumes). Any suggestion? Thanks!1.3KViews1like1CommentProblems with setting read permissions on Quest 2
I have an app developed in Unity3D that loads a 360 video from the "sdcard/Movies" folder. It is running fine on my Quest 1 but I can't get the permissions set correctly on my Quest 2. If I use "adb shell dumpsys package <package_name>" to check for the permissions it is listed as "android.permission.READ_EXTERNAL_STORAGE: restricted=true" Then I try to use the ADB command to change it "adb shell pm grant <package_name> android.permission.READ_EXTERNAL_STORAGE" But this doesn't change the restricted setting to granted=true as I would expect. I have also included the "<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>" in the Android manifest file. Is there something that I'm missing? Any help is apreciated. Eskild.Solved4.3KViews1like1Commentproblem with unity build and Quest
Hello, I was trying to test how to import a unity build on oculus quest and i encountered an infinite loading screen problem. -activate developer mode in my oculus quest settings -make a simple scene with a camera, light and a cube to observe in unity 2019.1.6f1. -import oculus integration package on the asset store -in build setting, select android, switch platform and add open scene to the scene in build -in player setting > other setting select Android4.4 'KitKat' -in player setting > XR setting, activate virtual reality supported and select oculus -in oculus > platform > edit setting, i added the application id of my app and then when i hit the build and run button, unity answer me with a build succesful message but the oculus quest is stuck in a black screen with the loading white dots. I tested different fix found around internet (like delete vulkan API) but none of them seems to work, if someone has an idea of how to solve this problem i would be very grateful. thanks12KViews1like8CommentsBlack lines and flashing screen
While working on a new update for our game Wands, we stumbled upon this new bug on Quest where the screen flickers and black lines appear on screen. I would share a video but apparently I can't post links yet. Due to a tight schedule I figured I might ask here if anyone has ever encountered an issue like this before and if you have any solutions for it. Since the last update to Wands we've switched to Il2CPP and Arm64 architecture, we're developing in Unity 2017 (LTS) with OVRPlugin version 1.48. Attached is a log from the encounter. Thank you! /Hannes13KViews1like2Comments