FPS not getting more then 30
How can we increase fps of oculus quest. We are using xr interaction toolkit. In empty scene with just camera i am getting 55fps max. But in any project i am getting just 30fps. I have also done normal urp setting you can go though in photos attached. I also applied occlusion culling.115Views0likes2CommentsAligning world with Guardian Play Area
I seem to be at a loss for I have been working on this problem for the last couple of days. I am trying to create a game where the player walks through the environment by walking around their play area given it meets the requirements (7 ft x 7 ft). I, however, seem to not be able to make the world align with the play area. I am able to get the play area and calculate where the player is inside of the play area as well as calculate the angle in which the world needs to be rotated to become aligned with the play area. Nothing that I do has seemed to work despite the numbers I have gotten. Has anyone else done this and can give me pointers or a solution on how this might be done?Solved9.8KViews2likes17CommentsWhy does my gameObject's mesh edges were flickering in Oculus?
Hello Guys, I am making a quite big world for my game in Unity for Oculus Rift. Initially when I tried my game with default settings it looked somewhat blurry and mesh edges were flickering like a hell (especially trees). So I changed RenderScale value to 2 from 1. It made huge difference in my game quality but FPS went below 60 and then I adjusted RenderScale value to 1.2 so now my game quality is okay and FPS is also okay. But the problem I'm facing now is the flickering in mesh edges. I even tried with 8x MSAA but still flickering exists. Does anyone know how to solve this. FYI : THOSE FLICKERING PROBLEM IS ONLY IN OCULUS SCREEN, PC MONITOR DOES NOT SHOW THAT MUCH FLICKERING Oculus Version : Oculus Rift CV1 Current Settings : Rendering Path -> Forward, AA -> 8x MSAA, VSync -> Disabled, Color Space -> Gamma, Stereo Rendering Method -> Single Pass. PC Specs : RAM -> 32GB, Processor -> Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz 4.00 GHz, Gfx -> NVIDIA GeForce GTX 1070 If you guys need additional Info, I will provide :smile:6.6KViews0likes9CommentsCan't sync Unity "play-mode" with Oculus Quest 2 for developing/testing
I am entering the first stages of becoming a VR developer, and I am currently stuck on a very important aspect of the development process. I followed this tutorial (google this: Developing for VR with Quest 2 & Unity for the First Time) on Unity version: 2020.2.3f1, using a new Quest 2. I reached the end successfully and I was able to see my Scene and red laser hands in my headset! Very exciting for me. However, this only works when I "Build and run", which is a very tedious development strategy when working on a project and ensuring it works every step of the way. So I would like to be able to click the play button in the editor and have my scene "play" on my headset, however it doesn't appear to be so simple. Basically I have no idea how to implement this important aspect of development. I have the oculus app on my phone, Oculus desktop on my computer, but I can't find any clear instructions on how to click play in the unity editor and have it magically appear in my headset (like it does when I build and run). Any advice or links to good resources would be highly highly appreciated! Thanks for reading and have a nice day!1.4KViews1like1CommentHow 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 :)1.2KViews0likes0CommentsPointing with CustomHand while near Physical UI
Hello. :) I am trying to create a physical UI and want to make my hand automatically go into the pointing position where a rigidbody is added. I see that when the "Flex" parameter from the animator is 1.0f and the others are not affected, the hand can interact with physical elements. For the simplicitiy of the user, I want the hand to flex into a pointing position automatically when he is near a physical UI, instead of having to press the grip button. In Star Wars Vader Immortal series I really liked that the grip button fingers was gradually squeezing together, when moving the hand closer to a button. I am using Unity version 2018.4.8f1 together with Oculus 1.38.4 and VRTK. I have a pinpad with buttons that use the directional joint drive from VRTK. I am kind of new to Unity and the animator, since I am doing a project for my master thesis, but what I want to do is create a zone near the pinpad and a script that automatically makes the hand go into this "state". The pictures below shows what I want to do when the hand is near the physical UI.618Views0likes0CommentsOculus Integration for iOS Unity 3D
Hi, I have a project running in android for oculus go in development phase using oculus integration SDK for unity. When i switch platform for ios to build an application to be played on oculus go for iphone, i cannot add VR supported device in project settings. There are only two options in XR setting Vr supported devices which are cardboard and none. Please let me know if i can build an IPA(ios build) for an iphone and can run oculus go applicaiton on it. Thanks in advance1KViews0likes1CommentClimbing Script Not Working
Hey Guys, Sorry for the weird format, I am new to forums in general. I am pretty new to the OVR plugin and pretty new to coding as a whole. So far most of my movement scripts work, so I moved onto a script for climbing. For some reason when I grab onto a climbable surface I can only pull myself on a horizontal plane of movement. This code is roughly based on this Steam_VR tutorial up until around the 22-minute mark. https://www.youtube.com/watch?v=Q8GBfN0M0iw975Views0likes2CommentsRubberbanding Locomotion Unity
So I'm quite new to VR development and working with the Oculus. In my project (Unity) I'm using Oculus Intergration from the Asset Store. In there is the Locomotion prefab that Im trying to use. It works but I've run in some problems I can't seem to solve. The first problem is that the Player seems to rubberband from time to time. When I try to teleport to a certain destination it moves back to a different location. Also a problem is that the teleport doesnt always work. If I push the thumbstick forward the laser shows up, but when I let go it doesn't teleport like it does usually. I hope someone can help me!920Views0likes1CommentIn OculusUtilities' OVRPlayerController, is there a way to modify the D pad buttons for the xbox1?
When yuo load the OVR player controller, movement is already available with the joysticks. PLUS the D pad also does movement, like faster running. But i don't want that. I want to use the D pad for my own actions. Is there a way to edit it?1.3KViews0likes2Comments