Correct way to pause game when headset removed / Dash up?
Hi! I am working on a VR application and I need to meet VR.PC.Functional.3. I am testing this in a simple Menu Scene I designed, and it only works partially. When I hit the Oculus button to return to the Dash, the app pauses. Hitting that button again returns the game correctly. However, upon removal of the headset and putting it back on, the OVRCameraRig never begins rendering again. I looked at the component in the inspector while this problem is occurring, and it appears the the OVRCameraRig never was SetActive(true) again. Can anyone help or give me their code that works? Thanks in advance, PicoPlanet Developing Below is my pause script, attached to a separate gameobject: using System.Collections; using System.Collections.Generic; using UnityEngine; public class MenuPauseControl : MonoBehaviour { public GameObject OVRCameraRig; public GameObject Canvas; public GameObject EventSystem; void Start() { } void Update() { if (OVRManager.hasInputFocus && OVRManager.hasVrFocus) { ContinueGame(); } else { PauseGame(); } } private void PauseGame() { Time.timeScale = 0; //Disable stuff that still work while timescale is set to 0 OVRCameraRig.SetActive(false); Canvas.SetActive(false); EventSystem.SetActive(false); } private void ContinueGame() { Time.timeScale = 1; //enable the stuff again OVRCameraRig.SetActive(true); Canvas.SetActive(true); EventSystem.SetActive(true); } } and here's my hierarchy: Any help / code would be greatly appreciated!6.3KViews0likes6CommentsUse Oculus Quest2 to watch panoramic video dual images
1. Open the VR video in your media file or play it online in your browser 2. Select 360 ° or 180°(3D) mode 3. Then there are repeated images. 4. Pull the trigger and open the video control bar.The viewing experience is normal. 5. Wait 5 seconds.After the video control bar hides automatically, the duplicate image occurs again. Simply put, when you have a video control bar, all the viewing experience is great except that the video control bar itself affects viewing. 6. It will appear in the following applications and websites When viewed directly, there is no video control bar and the image is repeated again.This can also happen when a video is played online in a browser.I suspect the image is too close to me, so we should come up with a plan to adjust the distance between the image and the eyes.Please pay attention to this problem, I am not the only one who has this problem!! (And copy-and-paste capabilities)710Views0likes0CommentsOculus Integration's GetLoggedInUser() returns user ID = 0
We use Oculus Integration to source the user's ID, but we observe problematic responses for specific user account's responses from the Oculus SDK. The implementation itself is minimal to present the issue: Users.GetLoggedInUser().OnComplete(delegate (Message<User> message){ user = message.Data; }); For multiple accounts we would test against internally, which previously worked, we now receive a user with ID = 0, both in Unity Editor and on new and previous builds of the project where they once worked correctly. These accounts on Oculus PC have matching Oculus Quest accounts which do continue to work as intended. Has this been observed by others? The problem appears to have arose in the last few months.3.3KViews2likes1CommentMySql Connection Works in Unity but not form my quest
I have a quest headset where I;m developing an application that needs to use MySQL (I know this isn't the preferred SQL database for many reasons, but it is my only option). In unity I have the connection properly working and am able to post and receive information from the database, but I am unable to do so from the headset. I have Internet permissions required, but can't for the life of me figure out why the application is not connecting with the database when run stand alone. The database is not local so Its not one of the obvious localhost problems. Any help is appreciated!1.8KViews0likes3CommentsClosing the Oculus App Crashes Unity
Pushing play on any of the demos scenes in the unity sdk will open the Oculus app, if you close it at any time unity will crash about 25-30 seconds later. I know you get a warning saying it will close any app your running in vr but why does the unity editor crash!? Looking at the crash log you get the error "The thread tried to read from or write to a virtual address for which it does not have the appropriate access." Thanks Steve Collins2.3KViews0likes5CommentsSome post processing effects doesn't work with VR.
I am using the post processing version 2.1.0 and the latest Oculus Integration with Unity from the asset store. Unity version is latest official release, 2018.2.17f1. Extra packages installed: - Lightweight RenderPipeline 3.0.0 - RenderPipeline Core 3.0.0 - Shadergraph 3.0.0 - Post processing 2.1.0 - OpenVR 1.0.0 More specifically said, we just want bloom to work but we can't seem to do so without having to set the intensity so high that our editor gets whitened out, and only then, you can see a slight bloom effect in the VR. HDR is enabled.2.7KViews0likes2CommentsController 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!589Views0likes0Commentsupgrading project for quest
I am trying to upgrade a project that was made for the samsung gear ages ago for the quest using unity, just transferring the pre-built APK worked fine (just running it obviously the controls didn't work). however when I am trying to re-build from unity to the quest I am running into all sorts of issues, firstly the project was created on unity 2017.1.1 and when using the JDK 12 I got compatability issues with target and source 1.6 so I changed JDK to 8 which worked however the build would freeze unity after copying to the quest and then trying to run it would have the app constantly load. Next thing I tried was upgrade the whole project to unity 2019.1.0b1. this required me to change a lot of scripts that were using UnityEngine.VR to instead use UnityEngine.XR which should be just a simple path change no logic change required, this time when I build and run it builds successfully and unity doesn't freeze however the app doesn't run or connect to the debugging tools. Is there something I'm missing? PS: I have made sure to have the latest version of oculus integration for unity and it is using OVRmanager. PSS: I have created a test app from scratch that works fine so there must be something specific to this project which is the issue.691Views0likes0CommentsVirtual reality SDK Oculus failed to initialize after importing oculus integration
Hi, all. I'm facing problems building VR app in Unity. For using oculus touch in unity, I imported latest oculus integration from unity asset store. After importing, the virutal reality SDK oculus failed to initialize. Thus, I couldn't see game view from oculus CV1. By the way, before importing, I confirmed to see game via HMD correctly. Is there any way to solve this problem? Please let me know. The error massage, player setting, and versions of unity, oculus, oculus app version were as follows. Unity 2018.3.6f1 Oculus app 1.29.0.651191 Oculus intergration 1.34 Oculus (desktop) 1.29.11.8KViews0likes1Comment