Performance issues after returning from the Universal Platform Menu when using Unity 2017.4 versions
I have noticed severe performance drops from hitting the home button in an app and coming back to it by hitting resume on the Oculus Go. Another weird issue is that it fixes itself if these steps are repeated again. This was repeatable on an empty project with an empty scene (only had camera and light) without the Oculus SDK. 1. Open app 2. Hit the home button once fully loaded 3. Hit resume on the app paused screen 4. Framerate will be lower than it was before. This varies depending on how many objects are being rendered in a scene, and is not really noticeable in an empty scene until the profiler is used, since it still seems to hover around 60 or slightly below. This happens in 3 different projects set to non-development build with varying amounts of objects and Unity 2017.4 versions, and happens on the latest 2017.4 build. Earliest tested build that has the issues is Unity 2017.3.0f3 2017.4.34f1, empty scene, cube, and simple canvas, project default settings, Single pass (stereo vs single pass does not matter) Oculus SDK: None added, using built in oculus support, but appears like it probably happens on any Oculus SDK (Tested an old Oculus SDK and the latest as of 11/26/2019) Oculus Go Headset versions: 9.0.0.168.450.174044450 (headset 1) and 11.0.0.179.458.183074809 (headset 2) Since this test project did not have the Oculus SDK, it was running at 60fps. Running it at 72 causes the frame rate to drop to 60fps on a mostly empty scene The profiling screenshot is from headset 1, but also looks the same on headset 2 It is worth noting that versions tested of Unity 2018.4 appear to not include this issue (2018.4.9f1, 2018.4.13f1), and work perfectly fine as a workaround to this issue615Views0likes0CommentsHow to properly handle reset orientation from Universal Menu?
My app just failed Oculus's VRC.PC.Input.3: The app fails to reorient the current direction to forward when choosing to reset view from the Universal Menu. I have OVRManager active and its 'AllowRecenter' is true. Otherwise the only change is TrackingOriginType is set to Floor Level instead of Eye Level. So I think I'm doing the right things. Anything I'm missing?475Views0likes0CommentsExample code how to properly implement 'back' button and integration with Oculus Home in Unity
I have searched and tried and struggled and failed :) Is there some example code for Unity that shows how to properly integrate with Oculus home and the Universal Menu - I find lots of posts for Gear VR, but looking for how to do this with the Rift. Basically how to pause and get the universal menu, how to quit properly and how to recenter when selected. Some code just putting a cube in the middle but having these interactions and pausing/quitting done right would be super helpful. Thank you so much, Thomas871Views0likes1CommentBack Button functional
Hello guys! Im using Unity and I have problem with back button:( https://gyazo.com/ae900b692a49e3fb5a8a1180b33579e8 - here what i get from oculus review guys. Im using this script from Oculus Utilities https://gyazo.com/344c1ab81915f99458a98224f50f3d7d ; How my back button works now: short press - pause my app and show "exit to oculus home" menu. long press - shows "user info,settings,go HOME" Universal menu. is "short press" is optional feature? can i just do nothing with it? can i post my app only using built-in long press Universal menu? Thank You all in advance985Views0likes2CommentsReorientation from the Universal Menu is not being applied to my game
Hello! I am trying to implement this requirement: re-orientation within Universal Menu should reorient users in the app experience I am using an up-to-date Oculus VR SDK (OVR). I have an OVRManager script attached to an object that persists through all of my scenes. In the OVRManager Update(), there is this short code that, from my understanding, is supposed to listen for the reorientation from the Universal Menu and apply the reorientation: if (OVRPlugin.shouldRecenter) OVRManager.display.RecenterPose(); However the RecenterPose function isn't running. I have also tried this code: if (OVRPlugin.shouldRecenter) InputTracking.Recenter(); in a separate script and it is also not called. But if I call InputTracking.Recenter() elsewhere it works as expected. So basically I think there is a disconnect between the Universal Menu and OVRPlugin.shouldRecenter. shouldRecenter is always false regardless of whether I tried to recenter, I think. If there is anybody here who has any knowledge on what might be happening or how to work around this I would be really grateful. I have considered triggering the recenter on other inputs but it doesn't comply with Oculus' rules. Cheers.1.4KViews0likes3CommentsTest process for universal home menu interaction
Hello, I am making my first app on GearVR with Unity and want to publish it on the Oculus Store. To do that, I use OVRPlatformMenu.cs in order that my app can handle long and short press on back button, so the app should be able to go back to the Universal Home Menu or show the Confirm Quit menu. Is there a way to test it without uploading my app on the dashboard each time I change something ? My app is huge because of 360 videos so it is a large waste of time to wait for the upload each time I do a modification. Moreover, I made a mistake with the certificat and signing stuff, so I had to create a new app on the dashboard in order to upload a new version with a different keystore and bundle identifier (package name). How can I remove the first app from the dashboard ? Thank you in advance.675Views0likes2CommentsBlocking Universal Menu's Video Recording Feature
Hello everyone, I am trying to block video recording feature in the Universal Menu's Utilities section. Does anyone have an idea about how to achieve this? I am building a streaming application with Unity 5 for Gear VR so I don't want the stream to be recorded. I saw that Oculus Video has this feature but I couldn't find how to achieve that in Unity.470Views0likes0Comments