Aligning 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?Solved9.9KViews2likes17CommentsStormland pulled from sale?
Hi I have some credit on my account and have been waiting for either a sale on Stormland or a discount store voucher that I get sent from time to time ..... however I did a search today and stormlands is not there. googling directly for it finds the store page but it says it is unavailable is this a temporary issue or has stormland gone the way of mountain goat mountain and other games removed from sale? thanks.8.7KViews5likes54CommentsOVR Custom Hands are offset and have the wrong orientation
I am working in a team of 5, we are using Unity 2019.2.17 for our game and using Perforce as source control. We implemented the custom hands into our project and it worked for a while but out of nowhere my hands started being offset from my original hand position. None of my teammates have this issue and I don't see this issue in other unity projects or applications either. I have tried reinstalling unity, deleted and got the revisions of the entire project, and also re imported the oculus integration. What should I do to fix this problem?4KViews0likes2CommentsOculus Integration asset necessary?
Hi there :) I've developed VR applications professionally for B2B in Unity for a couple of years now - Gear VR, Vive, and Rift. It's my first time developing for the Oculus Quest, amazing device. I've easily and successfully been able to build directly to the device, and already made a working custom interaction framework in no time using Unity's XR Input system without the Oculus Integration asset in the project whatsoever. I was wondering if using the Unity Integration asset is actually obligatory? I'm quite confident that I can make all the interaction needed on my own, but what if I hope to release something on the store one day? If so, what are in fact the required parts of the asset package?Solved2.1KViews0likes5CommentsOculus equivalent to HTC Vive Input
I downloaded an asset from the Unity Asset Store and the input method being tracked in HTC Vive. I am developing a game in Unity using the Oculus Rift. I was wondering how I could translate the following HTC Vive input to the rift controllers: //Reference to Input events for controllers private Valve.VR.EVRButtonId gripButton = Valve.VR.EVRButtonId.k_EButton_Grip; //(VRInput) private Valve.VR.EVRButtonId triggerButton = Valve.VR.EVRButtonId.k_EButton_SteamVR_Trigger;//(VRInput) I tried using OVRInput.Button for the two above and it seemed to compile. But wasn't able to test it since the following below did not work. //Use this to get consistent reference to This joystick controller thing private SteamVR_Controller.Device controller { get { return SteamVR_Controller.Input((int)trackedObj.index); } } //(VRInput) private SteamVR_TrackedObject trackedObj; Correct me if I'm wrong, but from what I've read, SteamVR_Controller.Input((int)trackedObj.index) , uses the trackedObj to get the integer representation of the controller in order for easy access to the controller. So how would use OVR in such a way? Thanks!1.7KViews0likes1CommentAdding weapon kickback to the avatar hands?
Hi there! I'm trying to add some kickback from projectile weapons (to simulate a muzzle kick), but whenever I try to add a rotational force to the avatar hands from the Oculus Integration, nothing at all happens. I checked to make sure there was a rigidbody component on the hands, and that the rigidbody was not set to kinematic. Any and all attempted rotation changes to the hands seems to be completely nullified. Is there a way around this?1.1KViews0likes3CommentsClimbing 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=Q8GBfN0M0iw1KViews0likes2CommentsIs it possible to activate the passthrough cameras from within a software (UE4)?
Hey guys! I want to know if I can activate the passthrough cameras manually from my software. I want to be able to let the user see through the cameras, while doing some setup for the software. Is there a way to activate the cameras, except the double press on the oculus button?960Views0likes1Comment