How to disable the recording feature?
Hi, I'm building an app from Unity 2020 and I would not want the app to be able to record by the user. Currently, any application that you run directly on the headset (Oculus Quest/Oculus Go) has an option to record a video or take a photo if you open up the Home menu/Pause menu. Is there a setting or code that I can include in my Unity project to disable the ability of the user to record just for the application I'm building? Thank you! Regards, Faizal4.4KViews1like4Comments[Unity] Oculus Integration bug: Hand tracking always enabled no matter the settings
I am using Oculus Link with the Unity Editor. When I check the OVRPlugin GetHandTrackingEnabled, the result from OVRP_1_44_0.ovrp_GetHandTrackingEnabled is succeeded and the value returned is true although the OculusProjectConfig is configured for Controllers only. According to this page (https://developer.oculus.com/documentation/unity/unity-handtracking/) I have to enable Handtracking in the OVRManager, which I did not, I still receive true in the call. Patching the manifest via Oculus -> Tools -> Update AndroidManifest.xml also does not make any difference. How do I DISABLE hand tracking?1.7KViews1like1CommentDisable Oculus Rift S Tracking
Hi there, we have a setup, where we use the Oculus Rift S as a plain binocular display without any tracking. Because the Oculus Rift S is installed in a fixed casing, all the sensors are covered. This caused some warnings like "Your device can't track the movement of your headset" or a message that the room is too dark. Therefore we decided to uncover the sensor on top of the Oculus Rift S device. Now, when the application starts, the "LOADING" animation (3 Points) is shown for 2-3 seconds, the app starts and if just a little thing is influencing the "view" of the top sensor (e.g. somebody just passing by) the message "your device can not track the movement of your headset..." (GERMAN "Dein Gerät kann die Bewegung deines Headsets nicht verfolgen, da der Raum zu dunkel ist. Versuche die Tracking-Funktion wiederherzustellen, indem du die Beleuchtung anpasst.") appears. Is it possible to disable the sensor tracking and to avoid at least popping up those messages (delete, suppress, disable...)? I would be really very thankful for every solution! Thank you in advance, chrispi_1.1KViews0likes2CommentsAutomatic sitting guardian selection
Hi, we are developing Oculus Quest app in Unreal. Basically we have a couple of Quest's set up in a bus with a mapped route. Passenger has a seat with Oculus, and when the bus starts moving, we capture movement with couple of sensors, and recreate movement in the VR world. Passenger seat is safe and they are buckled up. App runs in kiosk mode. We have a problem, where we have to each time set up guardian system. Basically what we would need is an option to make guardian system default into standing siting mode, instead of constantly asking on boot to confirm the boundaries. Since the passengers are in their seats and buckled up, whit oculus set up in a way that can be used only in the chair, there is no need to recheck for guardian each time. Can we some how make this a default thing Thank you475Views0likes0CommentsDisabling OVRPlugin doesn't work properly
I'm working on a project for both oculus (OculusGo and GearVR) and cardboard platforms. When I build for oculus paltform I can run the app with no problems. When I build for cardboard I have no problem, but after installing, the icon doesn't appear in the Android app page, but only in the Cardboard application. In addition, if I run it from there it starts as GearVR app, showing the message which says to insert the smartphone in the GearVR. I'm using Unity 2019.2.14f1 now, but this problem appears when update OVR integration SDK from v1.39 to any newer version (1.40, 1.41, 1.42, 1.43), regardless the unity version. I didn't change any settings, just update OVR integration SDK from asset store, importing just Platform and VR folders, since I'm not using other features. Before importing the SDK I first remove the old one. My settings for Cardboard build are the following: - OVR plugins disabled - Oculus -> Tools -> "User required project settings" is unchecked - XR settings -> "Virtual reality SDKs" contains just Cardboard Are there any setting I'm missing?913Views0likes0CommentsOculus Quest - Disable Guardian System
Hello! Is it possible to entirely disable the guardian system on Oculus Quest devices, like it is possible with Vive Focus or the Lenovo Mirage? Tried looking through the menus, and the documentation, but there is literally no information specific to the Quest, yet alone specific topics like this. I know it's not yet released, but still. There is no contact information, no documentation, nothing. Thank you for your help in advance.2KViews0likes2CommentsOVRPlayerController - disable Running?
Hi, I'm looking through the OVRPlayerController script to disable running with left Touch trigger. I managed to do it easily for Shift keys here, by changing moveInfluence from 2.0f to 1.0f: // Run! if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) moveInfluence *= 1.0f; Technically it is still running, but it doesn't matter if it's x1.0 speed. But this doesn't change the left Touch trigger running - it still turns on run mode. How can I disable trigger running? Thanks!546Views0likes0CommentsCLOSE THIS THREAD PLEASE- Solved in duplicate section.
Hi Guys, I recently submitted my app to oculus store and the rejected it. One of their reason is "Your volume buttons must adjust the volume using the VR volume UI provided by the Oculus Mobile SDK. ". For some reason, if I were to increase of decrease volume. When this UI appear, it will freeze the GearVR screen. I couldn't find any code in Unity Documentation though, or I missed it somewhere. Any way to disable the Volume UI of Android or to solve this issue? Regards, Gibbie Solutions:https://forums.oculus.com/developer/discussion/42875/how-do-i-disable-the-volume-display#latest779Views0likes0Comments