Memory Error when opening the overlay menu
While monitoring the Android logs, and running my Unity Quest game, and pressing the Oculus button to open the overlay menu, I get this wierd memory error: error getting shared memory region, memory type: Controller, failed with Status(-1, EX_SECURITY): 'requested shared memory When this happens, the game stops receiving controller and headset inputs, so the entire screen freezes that is incredible jarring. Any idea how to solve this? I guess it has something to do with the Focus Aware, and how the Input System works, as it only receives input while being active? I'm using Unity 2021.2.7 with OpenXR Plugin v1.3.0 and the "New" Input System.3.3KViews4likes4Commentsif (OVRInput.GetDown(OVRInput.Axis1D.PrimaryIndexTrigger))
if (OVRInput.GetDown(OVRInput.Axis1D.PrimaryIndexTrigger)) { button = hit.collider.gameObject; ExecuteEvents.Execute(button, data, ExecuteEvents.pointerClickHandler); } I wonder that what is wrong? Warning Messeage from Unity Console NotImplementedException: The method or operation is not implemented. OVRInput.GetDown (OVRInput+Axis1D primaryIndexTrigger) (at Assets/Oculus/VR/Scripts/OVRInput.cs:1644) LaserCtrl.Update () (at Assets/Scripts/LaserCtrl.cs:55)2.2KViews0likes2CommentsUnity Button ID
Hello I try to use now the new integrated unity input mapping for the oculus touch controllers https://docs.unity3d.com/Manual/OculusControllers.html but some of the VR-inputs need the unity button ID and i have no idea how to use them. I test it in the input manager. I use the ID as klicked button (ID 1 = button one) but this dosn't work. Also Input.GetButton(ID) do not work. Can somebody help me? kind regards2.1KViews0likes1CommentDifference between Consumer and Business Quest?
Hi all, I am currently working on an app for a client but seems like the APK has not the same behaviour in Consumer and Business models. I was wondering if the Unity input can be affected? The other possibility that could prevent the business model to work correctly can be due to it's time settings, the app allows the user to go through it until a certain date, how can I check if that is an issue? Thank you2.1KViews0likes1CommentWhy is OVR.Get() not returning correct values for Axis2D arguments, on Quest?
I am experimenting with some Quest development, and having trouble getting the thumbstick input values to read. I am able to get buttons and 1 dimensional axes to read, but not 2d axes for whatever reason. Below is a test I did: These give the proper values: Debug.Log("PrimaryIndexTrigger " + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger)); Debug.Log("One " + OVRInput.Get(OVRInput.Button.One)); These give all zero's or false, and never update in response to controller input: Debug.Log("Two " + OVRInput.Get(OVRInput.Button.Two)); Debug.Log("PrimaryThumbstickDown " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickDown)); Debug.Log("PrimaryThumbstickLeft " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickLeft)); Debug.Log("PrimaryThumbstickRight " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickRight)); Debug.Log("PrimaryThumbstick " + OVRInput.Get(OVRInput.Touch.PrimaryThumbstick)); Debug.Log("SecondaryThumbstick " + OVRInput.Get(OVRInput.Touch.SecondaryThumbstick)); Debug.Log("SecondaryThumbstick " + OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick)); Debug.Log("PrimaryThumbstick " + OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick)); Debug.Log("LThumbstick " + OVRInput.Get(OVRInput.RawAxis2D.LThumbstick)); Debug.Log("LTouchpad " + OVRInput.Get(OVRInput.RawAxis2D.LTouchpad)); Debug.Log("PrimaryTouchpad " + OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad)); Debug.Log("SecondaryTouchpad " + OVRInput.Get(OVRInput.Axis2D.SecondaryTouchpad)); Funny enough, the a button (the "One" enum) works while the b button ("Two") doesn't. Running Unity 2019.1.2f1 with the latest Oculus android package and Oculus integration. I tried completely removing the OpenVR package as well to no avail. It's all very strange to me, hoping I can find some insight on here.2KViews1like2CommentsDumping QWERTY and porting an alternative text entry system to Oculus
It seems that we are about to continue using QWERTY for text input, even though we are entering a completely new technological era with VR/XR/Oculus/Metaverse. Puleeeeeze! Let's NOT! About two centuries ago, QWERTY was purposefully designed to slow down typing! It's time to put it to rest. There are much, much more efficient alternatives for a single finger/hand full text entry, more suitable for VR/AR. Our imminent technological transformation begs for a commensurate technological innovation. My question is, given that a non-qwerty input tool is implemented and available for Android, what's the easiest way to port it from Android Studio to Oculus?1.6KViews0likes0CommentsHow to implement oculus touch inputs in 4.24
Hey there :) before ue4 4.24 we could use oculus touch inputs with the motion controller nodes, but those are no longer available in 4.24 because they are deprecated :/ on the oculus SDK Page there is still the old way to implement them, does anyone know how we have to do it in the new version of the engine? best regards ronny1.4KViews0likes2CommentsHow to Handle Swipe on Oculus Gear VR touchpad avoiding Tap event
I have a Scroll View containing few buttons as child elements under content-panel. Hierarchy looks like this: I have implemented OVRTouchpad.TouchHandler event like this on my script attached to ScrollView: void Start() { #if OVR && !UNITY_EDITOR OVRTouchpad.Create(); OVRTouchpad.TouchHandler += HandleTouchHandler; #endif } void HandleTouchHandler (object sender, System.EventArgs e) { OVRTouchpad.TouchArgs touchArgs = (OVRTouchpad.TouchArgs)e; if(touchArgs.TouchType == OVRTouchpad.TouchEvent.Left || touchArgs.TouchType == OVRTouchpad.TouchEvent.Up) { // Code to scroll UP for swipe in directions LEFT/UP } else if(touchArgs.TouchType == OVRTouchpad.TouchEvent.Right || touchArgs.TouchType == OVRTouchpad.TouchEvent.Down) { // Code to scroll DOWN for swipe in directions RIGHT/DOWN } } Problem : As I am using OVR Input Module, it processes Tap input even if I try to swipe. So every time I swipe in any direction while gazing at button (child of scroll view). Button is clicked taking me to some other menu. I am not sure if this is desired behaviour of Gear VR Input system. As I have seen in Oculus Home App (and other apps on store) it only scrolls without triggering clicks on child element. Is there any way to prevent click/tap if swipe is detected? Any kind of help is highly appreciated.1.4KViews0likes0CommentsIs there a way to invoke the keyboard overlay in a VR app not made with Unity or Unreal?
In the documentation, there seems to be a way to open the keyboard overlay for Unreal and Unity development: https://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/ https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/ However there is no indication on how to do the same with a third party engine or app written without using those two solutions, I couldn't find anything in the Mobile SDK docs: https://developer.oculus.com/documentation/native/android/mobile-intro/ Is this functionality available? Thanks in advance for your help!1.3KViews2likes0Comments