Customize how Leaderboards appear in the Oculus Dash? [Bug?/Feature Request]
In a racing game, for example, it would be cool to be able to view the leaderboard in the Oculus dashboard and have the score show as times rather than scores. Right now, as far as I know, they must be represented as just an integer. e.g. the time 1:30:48 must be converted to a positive integer such as 13048, which is much harder for users to understand. Is there any way to change this? Additionally, there is currently the ability to deep-link from the Leaderboard to the game. However, the most specific this gets is on a Leaderboard basis, so you couldn't, for example, challenge a specific user's ghost data from there since there's no way to send dynamic metadata based on which player's leaderboard entry is selected.1.6KViews0likes4CommentsCamera Shake by Zulubo not working ?
I am using this persons camera shake to try and make the camera shake when something happens after implementing it it works perfectly on the unity editor but as soon as i build it to the the headset it stops working. has anyone used this or have some ideas to try and fix it?? the link to the tutorial zulubo.com/gamedev/2019/1/5/vr-screen-shake-the-art-of-not-throwing-up1.2KViews0likes3CommentsrightHandAnchor does not move with the controller
If I drop in LocalAvatar, I see the hands and controller avatars fine and they follow the hand movement. I can also get the rotation and position of the controllers with code no problem. However, if I drop a gun model as a child of rightHandAnchor or RightControllerAnchor in OVRCameraRig, when I play the game in the headset the gun model is fixed in place. I have tried with the LocalAvatar at the same time and the avatars move, but the gun model is fixed... also tried without the LocalAvatar. I made sure this was in the manifest: <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" /> Any thoughts as to how to resolve? Thx!729Views0likes0CommentsThe build on Quest is two planes in black environment
Hello Everyone, Since last week, every build on Quest have the VR Rig broken. I see two planes, tracked in 3D space, with camera feed mapped on, around everything is black. The same project, run from editor in Rift works fine. Any ideas? Bug on updates? Thanks Settings: Unity 2019.2.9f1 LWRP SRP Oculus Integration 1.41 (From Package Manager) Oculus Android 1.38.3 (From Package Manager) Oculus Desktop 1.38.3789Views0likes2CommentsOVRInput.GetConnectedControllers() returns RTrackedRemote, while only RTouch controller is connected
I'm developing an application for the Oculus Quest with Unity 2018.4.2f1, and OVRInput was working just fine reading controller inputs from the Quest's Touch controllers. Then all of the sudden, with no obvious cause, OVRInput.Get() and OVRInput.GetDown() stopped behaving correctly, messing up my control scheme. For example, OVRInput.Get(OVRInput.Button.One), OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger), and OVRInput.Get(OVRInput.Button.PrimaryHandTrigger) all have the expected behavior - returning true whenever the A button, index trigger, and hand trigger are currently being pressed, respectively. However, OVRInput.Get(OVRInput.Button.Two) no longer responds correctly - instead of being true whenever the button is depressed and false otherwise, pressing the button once sets the value to true permanently. OVRInput.Axis2D.PrimaryThumbstick no longer gives any data. Digging into it a little more, it seems that my Oculus Touch controller is being confused for an Oculus Go controller. I have one controller connected currently - the right Oculus Touch controller, which shows up fine in the headset menus, but when I check the value of both OVRInput.GetActiveController(), and OVRInput.GetConnectedControllers() within my Unity app, both return RTrackedRemote, instead of RTouch, which is the only controller connected to the headset. Additionally, attaching a OVRControllerPrefab to the RightControllerAnchor of my OVRCameraRig causes my controller to appear as an Oculus Go model within VR (it previously correctly appeared as an Oculus Touch model). I've tried a couple of workarounds so far, including using the UnityEngine.Input rather than OVRInput, using the raw input mappings for the Touch controller, manually setting the ActiveController in OVRInput to RTouch, or overwriting the input mappings within the RTrackedRemote section of OVRInput to match those of RTouch, but none have worked so far. Has anyone encountered an issue like this before? Are there any workarounds/solutions I should try?2.5KViews0likes2Comments