Change the language of application according to the default language of quest device.
I'm developing an application in VR where I want to display content in 2 languages in English and in Arabic. What would be the standard of developing such application. 1) I can put up a toggle button on each panel where I'm showing some description to convert text to English or Arabic. 2) I can get the default language of device if its Arabic then I can only show the text in Arabic and vice versa. How to know the default Language of device if I have to opt second option?443Views1like0CommentsSpectator Camera for Casting
Hey All, I've been trying to get the Oculus Spectator mode (https://developer.oculus.com/documentation/unity/unity-spectator-camera/) working, but I can't even get the example scene to work. The switch between first-person view and spectator view does nothing for the 'cast view'. I've tried with multiple unity versions, oculus SDK versions, cast devices, and HMD's (Quest 1 and 2). Development build is off and experimental features are on, am I forgetting something? Has anyone ever made this work? And if so; how? Thanks in advance!5.2KViews1like11CommentsHand grab interaction fails if OVRCameraRig is child of high speed moving object
Hi all, I'm facing an unexpected scenario while using the grab feature provided by the Meta Interaction SDK. It looks like that if the OVRCameraRig object (with OVRHands and/or OVRControllerHands properly configured with HandGrabInteractors) is set as child of a "moving object" (together with the objects designed to be grabbed), depending on the speed of this object the grab actions fail. The scenario I'm working on is a train cabin moving along binaries designed as a spline path, with the VR user/player (represented by the OVRCameraRig object) parented to this cabin, since it must be inside the moving train. Inside the cabin I have a lever that must be grabbed to modify the speed of the train. At slow speeds the lever can be grabbed without problems, while increasing a little bit the speed, the lever can't be grabbed anymore! I tested it multiple times, trying to understand the root cause of the failure. I guess it's something related to the frequency of checks for the hands vs the lever intersections/collisions made by the Meta scripts. However I couldn't find any solution. Is that something I'm missing in the documentation? Maybe some script property to be set or fine tuned? NOTE: I don't think it would be acceptable, in a 3D application, to invert the scenario where the train is still and the whole environment is moving towards it.... Of course in this case both the objects to grab and the "player" would be still and the grabbing action should work like a charm. But I still believe it is an ugly workaround. Is someone having any clue on how to fix this "misbehaviour"? Thanks in advance!1.3KViews0likes2CommentsInteractive world in VR
Hello community, I'm wonder for know how to do complex interactions as manipulate an industrial lever for Virtual Reality applications, my project was setted using Oculus Integration but when I grab an object with my virtual hand the behaviour is weird because this hand is similar to one god hand, Can you help me please? I'm really interested in this area so I wanna improve so much my skills.675Views0likes0CommentsMinimal Application for Oculus Quest: Framerate too low!
Hello everyone, I followed this tutorial in order to make a minimal build example for the Oculus Quest: https://www.youtube.com/watch?v=JyxbA2bm7os. I did not import any 3D objects to the project. When deploying to the Quest (1) and analyzing the framerate, it never exceeds about 30 fps. This is for sure way too little for the application in order to get ever published on the Oculus store. Oculus guidelines say the application must meet 72 fps at a minimum: https://developer.oculus.com/resources/vrc-quest-performance-1/ I'm using Unity 2021.2.5f1, XR Interaction Toolkit 2.0.0-pre.6, Oculus XR Plugin 1.11.2, OpenXR Plugin 1.3.1 and Universal RP 12.1.2. What am I doing wrong? Can anyone give me a hint on where to look for the problem? Users view: Unity Profiler:3.9KViews1like3CommentsApp Lab, VRC.Quest.Functional.5, The app appears to only support 3DOF, Using OVRCameraRig
Hi, So I have had my app fail to publish to App Lab with the error: 'The app appears to only support 3DOF. Apps on the Quest platform must support 6DOF and respond to the HMD's positional tracking as well as orientation.' error: VRC.Quest.Functional.5 Firstly the I have uploaded 3 apps to App Lab using exactly the same build from Unity just changing the cube map renders, all other uploads have been fine. I am running Unity 2019.4.13f1, using the OVRCameraRig as I need to use per eye skyboxes for my stereoscopic renders, (I have tried using the new XR camera but I need to use per eye unique skyboxes). Everything functions great within the app, I only need 3DOF, and I presume my app is 6DOF with developing for quest, just un-noticeable due to being a camera viewing skyboxes and only physical 3D geometry clickable buttons? NOTE: If I turn on Position tracking in the camera the app feels rubbish, with buttons moving slightly. Is there another setting I have missed? Is this a recent test that other apps have passed before? Or is this just a random test fail and I need to just re-submit with a note saying I only need 3DOF for the client? I have had apps fail before due to icon pixel size and had to add a note saying it is exactly what is required then it gets passed!! Please could anyone give some guidance.1.3KViews0likes1Comment