Missing scripts/broken references on prefabs in Oculus Interaction 46
Inside the following prefabs: Assets/Oculus/SampleFramework/Usage/Prefabs/UIOverlay.prefab Assets/Oculus/SampleFramework/Usage/DistanceGrab/Prefabs/DistanceGrabSquirtGunPf.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Couch.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Desk.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/3rd Person Controller.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/First Person Controller.prefab1.4KViews3likes1CommentCan't use the Platform in Standalone Mode, and Users.GetLoggedInUser() does not work.
I want to get Data of logged in Oculus user, so I went to this page documentation/unity/ps-setup/ and tried to activate "Use Standalone Platform", but that checkbox was disabled. Also the following script does not work on the first line. Users.GetLoggedInUser() seems to be NULL. How do I get it to work in Standalone mode? void Start() { Users.GetLoggedInUser().OnComplete((Message<User> uMsg) => { if (uMsg.IsError) { Debug.Log("Platform: GetLoggedInUser() failed. Reason: " + uMsg.GetError().Message ); return; } else { User _localUser; _localUser = uMsg.Data; Debug.Log(_localUser.DisplayName); } }); } [Using game engine and Oculus SDK] Unity 2019.4.18f1 (LTS), Oculus SDK 1.55.12.5KViews1like4CommentsKeep an object grabbed in a hand
Hi, I'm a beginner, I've seen the examples of grab, distance grab of Oculus, I would like: 1- after taking an object with the grab, have it remain in my hand after I release the grip button, such as a racket in my hand. 2- I'd like to initialize an object when I click the grip button and that it gets grabbed in my hand, like a ball. Could someone suggest me some examples? Thank you5KViews0likes8CommentsExample of Oculus integration, ball goes through the cube
Hi, There's one thing I can't fix, I took the TransformerExamples as an example by Oculus integration v46 (https://developer.oculus.com/documentation/unity/unity-isdk-example-scenes/) I enlarged a cube to better understand the problem, as soon as I move the plate, even slowly, the objects cross it as if it were pierced. Rigibodies in deault are continuous, but I also tried on continuous dynamic. The only solution so far found is: instead of using the OVRCameraRig, I use the native Unity XR origin and the xr Grab interactable, so it's perfect except that I'm not using the oculus integration. Anyone can help me? Thanks593Views0likes0CommentsOculus Unity Integration - v1.41 (10/03/19)
Version 1.41 of our integration for Unity has been released! The Oculus Integration for Unity package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide. You can grab the latest version of our Unity Integration here (through the Unity Asset Store): https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022 More information, as well as general known issues with Unity, about this release can be found here. New Features Added support for “Low Overhead Mode” in Player Settings for Android applications. Applications that use OpenGL ES can build release apks that will will skip error checking and improve performance of the app. Android development now defaults to target “Quest”. OVROverlay now supports rendering L1 Widevine DRM protected content. See the updated OVROverlay guide for more information. Mixed Reality Capture updates - Deprecated support for OVRSandwichComposition on Rift applications. MRC camera is now cloned from the main camera and inherits any camera effects applied to the main camera. Destroying OVRManager no longer terminates MRC streaming from Oculus Quest, it will continue with the creation of a new instance of OVRManager. Integration Changes Updated the Oculus Unity Integration to 1.41, including: Updated the Audio Spatializer to 1.41 Updated the LipSync integration to 1.41 Updated the Platform integration to 1.41 Updated the Avatar integration to 1.41 Importing the latest Oculus Integration When importing a new version of the Oculus Integration into an existing project, follow the steps on Importing the Oculus Utilities Package to ensure a smooth upgrade experience. Bug Fixes Fixed an issue where PC apps may experience unexpected flicker when the Render Scale changes. Known Issues Please read the release notes in their entirety here: https://developer.oculus.com/downloads/package/unity-integration/ Legacy Unity Release Archive Legacy versions of the Unity Integration can be found in the Unity Integration Archive. The thread for the previous version (v1.40) can be found here: https://forums.oculusvr.com/developer/discussion/80332/oculus-unity-integration-v1-40-08-29-194.8KViews0likes7CommentsSetting up Oculus development environment in Unity imports same assets multiple times
Hello! I am new to VR development, and I am starting a new project by following the setup instructions on Oculus' website. This is what I notice: I have Unity installed, have setup my Quest 2 for Developer mode, and created a new project using the "3D" template. I go to File > Build Settings and switch to the Android Platform I select my debug device as my Oculus I click on the Switch Platform button I see Unity install several Oculus assets (takes about 10 - 15 minutes) I then proceed to install the Oculus Integration package, as per the instructions I see Unity install several Oculus assets (takes about 10 - 15minutes) I then proceed to enable VR Support by installing the XR Plugin Framework, as per the instructions I see Unity install several Oculus assets (takes about 10 - 15 minutes) I'm finally able to build an example app and launch it in my Oculus Quest 2 Expected I expected the Oculus assets to only be installed once and be able to build an app within minutes. Actual I see the same Oculus assets being installed 3x, each one taking between 10 - 15 minutes. So I had to wait between 30 - 45 minutes until I could actually build an app. This takes way too long, and the process redundantly installs the same assets every time. Is there a faster way to do this? Thanks!Solved1.5KViews0likes1CommentOculus Integration for Unity - 1.32.1 (01/22/19)
The latest version of our Oculus Integration for Unity can always be found on the Unity Asset Store. More information about this release can be found here. Due to compatibility issues we do not recommend using the any 2018.3.x versions of the Unity Editor for Oculus development. If you need to use a 2018.3.x version, or need to fix a broken project, please see the workaround forum post - Using the Oculus Integration with Unity 2018.3.x. 1.32.1 Update Notes 1.32.1 fixes a pair of issues introduced in 1.32.0: Fixed an issue where some users with older CPUs were unable to use the latest Oculus Integration. Fixed an issue where users were unable to successfully import the latest Oculus Integration into the Unity Editor. New Features Added the Oculus Profiler Panel to provide real-time metrics for all development builds. Use the Oculus Profiler Panel to debug and optimize your app during development. Added OVROverlay support to Unity Cross-Platform Development. The Sample Framework now ships as part of the Oculus Integration. Changes to the Oculus Samples will be captured as part of the Oculus Integration release notes. Improved performance of the Rift occlusion mesh to reduce a high GPU cost with OVRPlugin. The Unity editor preview may be smaller as the new occlusion mesh culling is more aggressive. Integration Changes The Unity Integration 1.32 contains the following changes to the Oculus Integration for Unity package: Update the Oculus Utilities to 1.32.1 Update the Platform SDK to 1.32 Update the Audio Spatializer to 1.32 Sample Changes The Unity Sample Framework has been updated for the 1.32 release. The new or rewritten sample scenes are listed below. Please visit the updated documentation for more information about the new Sample Framework and how you can use the samples to build your app. Scene Concept Illustrated AvatarGrab Demonstrates the use of Avatar hands to grab and manipulate predefined objects. Locomotion Provides a framework for moving an Avatar through an environment with support for linear movement, teleports and related input, and visual effects. OVROverlay Demonstrates how creating a UI with a OVROverlay compositor layer improves image quality and text clarity in comparison to an application layer UI. CustomHands Demonstrates the use of custom hand models. Developers can use this as a starting point for their own hands by building on the existing models and animations. DistanceGrab Demonstrates the use of custom hands to grab and manipulate objects at a distance by having them zoom toward your hand. GuardianBoundarySystem Illustrates use of OVRBoundary API to interact with the Guardian System outer boundary and play area. CustomControllers Demonstrates custom controller models and interactive animations. While discouraged for use in gameplay, developers may want to use controllers in some specific cases, such as tutorials or demos. DebugUI An isolated example of the debug UI used in other sample scenes. By adding the CanvasWithDebug prefab to your project, developers can easily create UIs like the one in this scene. MixedRealityCapture A scene with mixed reality capture enabled. StartScene Used when building to create a menu from which to select one of these sample scenes. About the Oculus Unity Integration Unity provides built-in VR support for the Oculus Rift, Samsung Gear VR, and Oculus Go. The Oculus Integration for Unity package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide.1.6KViews0likes2CommentsHow to get Facebook ID from Oculus ID
Hey All, I have a quick question! If one of my users logs in from Facebook into Oculus, is there a way for me to retrieve their Facebook ID from Oculus to use in my Gear VR application? I am using: Gear VR Unity C# Right now, I am using Oculus.Platform.Users.GetLoggedInUser().RequestID; But right now all I get is the number 3 when I debug log... Follow-up question, how does this work in development on my S8? Does it make the calls referencing the Oculus app or do I need to add some kind of credentials to pull up my Oculus/FB information?1.2KViews2likes2CommentsOculus Unity Integration - v1.42 (10/23/19)
Version 1.42 of our integration for Unity has been released! The Oculus Integration for Unity package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide. You can grab the latest version of our Unity Integration here (through the Unity Asset Store): https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022 More information, as well as general known issues with Unity, about this release can be found here. New Features 1.42 is a maintenance release. There are no new features in this release. Integration Changes Updated the Oculus Unity Integration to 1.42, including: Updated the Audio Spatializer to 1.42 Updated the LipSync integration to 1.42 Updated the Platform integration to 1.42 Updated the Avatar integration to 1.42 Importing the latest Oculus Integration When importing a new version of the Oculus Integration into an existing project, follow the steps on Importing the Oculus Utilities Package to ensure a smooth upgrade experience. Known Issues Please read the release notes in their entirety here: https://developer.oculus.com/downloads/package/unity-integration/ Legacy Unity Release Archive Legacy versions of the Unity Integration can be found in the Unity Integration Archive. The thread for the previous version (v1.41) can be found here: https://forums.oculusvr.com/developer/discussion/81420/oculus-unity-integration-v1-41-10-03-193.2KViews1like6Comments