SOLVED: Hand Tracking not working in Unity Editor or Windows PC Build
EDIT: This was solved in the v62 update! https://communityforums.atmeta.com/t5/Announcements/Meta-Quest-build-62-0-release-notes/ba-p/1145169 I have been attempting to use Hand Tracking over either Air Link or Quest Link for use in a Windows PC build. After setting up a project and playing a sample scene, the tracked hands are not visible. Hand Tracking is working on the device in the Quest OS and during Quest Link. When the unity app is running and my palms are facing the headset the oculus menu buttons are visible but not the hand mesh. Steps to reproduce: Create new Unity project. Install Oculus Integration and XR Plugin Management (select Oculus as Provider) Open any Hand Tracking supported Scene (I mainly am interested in the Interaction SDK) Hands will not be visible. Depending on the scene, the hand mesh can be seen not moving from it's initial position. Tested on multiple computers (Windows 10 & 11), and multiple devices (Quest 2 & Pro). Both Quest devices are on v47. I have tested this with Oculus Integration v46 and v47.22KViews1like15CommentsIs There a Way to See the Passthrough in the Engine Editor?
Is there a way I can see the passthrough working in the Unreal Engine editor before I make a package of the game? Or is the only way to visualize it in the package. I just want to make sure it's all looking and working properly before wasting time waiting for a package to finish cooking.935Views1like0CommentsPlay in Editor no device rotation
Hi, I am just getting my new PC setup and I am trying to get the play in editor feature to work so that I can just hit the play button and run the game. I have the quest 2 hooked up through a link cable and I can get the game to run on it when I press play I am not getting any kind of rotation from the headset or the controllers. It seems like it only tracks position. When I deploy to the device it works as expected. Does anybody know what it could be. I put a breakpoint inside of TrackedPoseDriver.OnRotationUpdate and it never gets it, though I did verify that the action is binding. TrackedPoseDriver.OnPositionUpdate on the other hand, does get hit. Thanks1KViews0likes1CommentWireless editor preview on Quest?
I'm trying to sort out some tricky physics issues and need to do trial and error. I'm on Unity 2019.2 and deploying to the Oculus Quest via Build and Run, which takes quite a while to build and test for each iteration. I'd like to see the preview when clicking "play" but on the Quest. There's a possible way to do it with Oculus Link, but I think it could work with Virtual Desktop streamer over wireless. If you google "virtual desktop unity script" you'll see something that once worked but it's no longer in the asset store (4 years old). Is there an updated version of this or some other method that works wirelessly?1.1KViews0likes2CommentsUnreal Entitlement on second Play in Editor (PIE) Skipped
I created a Rift application on the Oculus Dashboard for debugging. The first time I launch a PIE instance the entitlement will succeed and I can perform a request, such as getting all of the friends; however, once I stop the first PIE instance and launch a new one I get a warning and I cannot perform a Platform SDK request. LogOnlineEntitlement: Warning: Oculus: Oculus platform service not available. Skipping entitlement check. If I restart the editor and launch a new PIE instance, it will succeed. UE 4.24.3575Views0likes0CommentsHere's a script for preventing editor crashes when reloading while in play mode
OVR crashes the Unity Editor when saving a script while in play mode. I'm not sure if the crash occurs exactly before or after reloading. Here's a script that detects when Unity will reload, removes OVR, and stops play mode. I haven't successfully restarted the play mode, but I'm happy to have it not crash anymore. Using Oculus Integrations 1.41 on Unity 2019.1.2f1, targeting Quest headsets. #if UNITY_EDITOR using UnityEngine; using UnityEditor; [InitializeOnLoad] public static class EditorOVRCrashCatcher { private const bool DestroyRig = true; private const bool DestroyAvatar = true; // register an event handler when the class is initialized static EditorOVRCrashCatcher() { AssemblyReloadEvents.beforeAssemblyReload += DestroyOVR; } private static void DestroyOVR() { if (!EditorApplication.isPlaying) return; //Debug.Log("Before Assembly Reload"); GameObject rig = Object.FindObjectOfType<OVRCameraRig>()?.transform.root.gameObject; GameObject avatar = Object.FindObjectOfType<OvrAvatarSDKManager>()?.gameObject; if (DestroyRig && rig) { Debug.Log("Destroying OVR Instance"); Object.Destroy(rig); } if (DestroyAvatar && avatar) { Debug.Log("Destroying OVR Instance"); Object.Destroy(avatar); //Throws errors once ovr is destroyed. } EditorApplication.ExitPlaymode(); //Haven't figured out a way to restart play mode so I'll just stop here. } } #endif Snippets from crash log: libovravatar.DLL caused an Access Violation (0xc0000005) in module libovravatar.DLL at 0033:e7450b10. Stack Trace of Crashed Thread 9312: 0x00007FFCE7450B10 (libovravatar) ovrAvatarSpecification_GetAvatarSpecificationUri 0x00000228352ED51A (Assembly-CSharp) Oculus.Avatar.CAPI.ovrAvatarPose_GetLeftControllerComponent_Native() 0x00000228352ECFCB (Assembly-CSharp) Oculus.Avatar.CAPI.ovrAvatarPose_GetLeftControllerComponent() 0x00000228352ECBC3 (Assembly-CSharp) OvrAvatarTouchController.Update() 0x000002283D791548 (mscorlib) System.Object.runtime_invoke_void__this__() 0x00007FFCFDD8BBCB (mono-2.0-bdwgc) mono_get_runtime_build_info 0x00007FFCFDD12252 (mono-2.0-bdwgc) mono_perfcounters_init 0x00007FFCFDD1B25F (mono-2.0-bdwgc) mono_runtime_invoke1.3KViews0likes0CommentsUnity and Oculus Go: Preview in Editor
Apologies if this has been answered elsewhere. Have spent some time searching but have not found conclusive answers. Is it possible to preview my scene in the Editor (or on the headset directly) without building and deploying an APK? In other words is there some way to "play" my scene, use the controller, and move the camera around? Either using keyboard controls, or using a tethered headset?7KViews1like9Comments[Solved] Unity - Entitlement working but unable to retrieve AssetFiles
Hi ! My environment is the following : Unity v2017.3.1f1, Oculus Utilities v1.27.0, OVRPlugin v1.27.0, SDK v1.29.0, Oculus Go I've set up the Platform SDK. The Entitlement and the AsyncInitialize is working fine on the Editor with the OculusPlatformSettings configured with my Oculus account, but when I'm calling AssetFile.GetList().OnComplete(MyFunction), I'm never getting a callback to my "MyFunction" method. If I push it to my alpha channel, it seems to reach it properly, but then I have another issue : it doesn't find any asset file despite the fact that I can see them on the build details. I'm not sure what I'm doing wrong here ? Commands like Users.GetLoggedInUser() are working fine on the editor, but anything related to the AssetFiles doesn't seems to trigger any event on the editor. Thanks, also paging @imperativity :) Edit 1 : By doing more test I've noticed the following : - On the Oculus Go, If I launch the app for the first time after an update or the first instalation, AssetFile.GetList() return an empty array - If I launch the app at least a second time after an installation or an update, it does return all my Assets. That's really weird. Edit 2 : Additional information : I've tried upgrading to Unity 2017.4.9, still the exact same behavior. Edit 3 : I'm still experiencing both issues : - Unable to get the AssetFiles on the Editor (callback method never called) - Unable to get AssetFile on first launch after an install or an update I'm trying to go deeper in the process, here's what's working when I'm able to get the assetfiles : - I can loop my AssetFile list and get the one I want - I can download it, after it's downloaded, it's put on the following folder according to AssetFileDownloadResult : /storage/emulated/0/Android/obb/fr.InsideLearning.AQUIOThermes/myFile - I'm able to retrieve it using "UnityEngine.Networking.UnityWebRequest.GetAssetBundle" with the URI : "file:///storage/emulated/0/Android/obb/fr.InsideLearning.AQUIOThermes/myFile", I'm also downloading the .meta and .manifest file. However, when I'm trying to get the AssetBundle using DownloadHandlerAssetBundle.GetContent(), I'm getting the following error : "Failed to open file 'archive:/CAB-5aadb2fd12ba293da215f3179655470e/CAB-5aadb2fd12ba293da215f3179655470e.resource'. (No such file or directory)". Am I doing something wrong ? Is this the right way to read AssetBundle files generated using Unity and set as "DLC" on Oculus ? It's kind of driving me crazy, this is a critical piece of the app I'm creating for a customer. For information, I've set permissions to READ and WRITE to external storage. I really, really need your help, PS : Maybe that's related, but you say on the documentation that users can manually download DLC file outside the app, but I can't find a way to do it when I'm on the app main page on the Oculus go, or from my smartphone4.1KViews0likes14CommentsUsing controllers in Unity Editor (MAC) - improvement of iteration time soon ?
in may 2019 mconte wrote: "improving iteration time natively on-device is one of our top priorities this year (once we get the hardware out the door!). I don't have anything i can talk about right at this moment, but we are heavily focused on making this more palatable during development. There's a lot of tips and tricks we'd like to share once things go public, and the forums are a great resource for things like working around long shader variant compiles. We're working on it!" is there any news on that?514Views0likes0CommentsBringing a TextEditor to VR
Dear all, I'm wondering... what would be the best way to bring a TextEditor to VR? What I need to do is to display a file line by line and edit this file and do syntax highlighting. Just use GUI.TextField and implement? Or is there some prefab, etc. for this task? Best wishes, SG2.9KViews0likes4Comments