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 v47.23KViews1like15CommentsPlay 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. Thanks1KViews0likes1CommentHere'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?7.1KViews1like9CommentsUsing 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?528Views0likes0CommentsOculus CV1 in Unity Editor Not Working
Hello, I've had the CV1 headset of Oculus for a couple weeks and I've had the issue where I cant use it in the Unity Editor. Previously I had been using DK2 and everything worked perfectly, but with the new headset I get the error message "[VR Device] Initialization of oculus device failed". The only way for my to test any changes I've made in my scene is by building the .exe and running it which is annoying. Is it not meant to work in the editor anymore or have i missed a step? My current setup is: Unity 5.3.4p4 Oculus SDK for Windows v1.3.2 Oculus Utilities for Unity 5 v1.3.2 OVRPlugin for Unity 5.3 v1.3.2 As suggested in the OVRPlugin documentation I have deleted Unity's contents in the C:\Program Files\Unity\Editor\Data\VR\oculus folder and replaced it with the extracted content from the OVRPlugin. Thanks!2.9KViews0likes5Comments