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?Solved9.8KViews2likes17CommentsOVR 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?3.9KViews0likes2CommentsClimbing 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=Q8GBfN0M0iw971Views0likes2CommentsController Tracking Broken and Frequent Crashing
Hey guys, I am a new VR Developer and am making a game with a punching bag. Everything was working great, however, when I added another scene to the build, everything broke. I was only able to use one controller at a time (and the controller would switch if I interacted with the opposite one), I was no longer able to move well because the joysticks had to be constantly pressed in order to update, and even worse, any time there are any collisions, the entire game crashes. Please help!587Views0likes0CommentsAdding 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?995Views0likes3CommentsDistanceGrabber Hands Lag behind A moving OVRPlayerController
Hello, I am having a problem syncing my hands with the player that is moving around the game via an OVRPlayerController. I have placed both hands as children of tracking space. and when i am not moving via the playercontroller both hands work great. However, when i push the left thumbstick forward and start moving, my right hand will "Freeze" and no longer move with the controller. It will just stay where it was relitive to the Player. The left hand works fine and is able to move around while the player is moving. Both hands are other than their left/right models and refrences to the L/R controllers. So I am very confused why they are behaving differently. Thank You521Views0likes0CommentsChack if grabbed
I want to make a game where you use joysticks to move a mech and I want that when the joysticks are released that they just go back into their primary positions. I have searched for hours how to check if the object gets grabbed but failed. if anyone could help, that would be great!542Views0likes0CommentsVelocity of Touch controllers jumps to zero when over 10 m/s. How do I bypass this?
So I am creating an experience where the user throws a football but whenever I move the touch controllers over 10 m/s and release a football, it just flops out of my hands instead of throwing normally. Doing some digging and asking around, I found this forum post: https://forums.oculusvr.com/developer/discussion/comment/564491#Comment_564491 which explains the problem a little better. It still has no resolution though. I am relatively new to Oculus development, so I am completely at a loss on how I can get around this. I need the player to be able to move their hands quickly but I am not sure where to even start as far as getting around this significant restriction. Thoughts? Any help would be greatly appreciated569Views0likes0CommentsOculus 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!1.7KViews0likes1Comment