Error when loading in Oculus Utilities for Unity
Hi, When I load in the Oculus Utilities for Unity, I immediately have an error in one of the scripts which reads "Assets/Oculus/VR/Scripts/OVRPlugin.cs(2876,18): error CS0103: The name `OVRP_1_15_0' does not exist in the current context" How can I deal with this error? Is there a way to locate OVRP or is that no longer a part of the oculus utilities? Thank You!16KViews0likes33CommentsExamples of interactions like opening a door, snapping objects to hand, pulling a lever & drop zones
Where's the essential stuff to help developers build the stuff for oculus? Are there any plans of upgrading examples that come in Oculus Utilities. Not interested in integrating third party plugin like VRTK into the project to achieve the same. People have already reported that snapping is not working with all versions of oculus utilities.1.3KViews0likes1CommentOculus Quest, distantly grabbed object pushes player out of scene
I have a weird bug when trying SampleFramework examples in Unity with Oculus Quest. In the DistantGrab scene when I distantly grab an object it pushes me out of the scene once it hits my virtual hand. Also, I have a similar bug with VRTK v.4 - when I hit into an object in the sample scene it bounces me away or sends into sky. I suspect the cause might be the same. My environment: Unity 2019.1.4f1 Oculus Utilities 1.37.0 Mac OS 10.14.5Solved1.9KViews1like3CommentsMany errors upon importing Utilities into Unity -- Oculus Plugin Could Not Be Loaded
Just imported the Oculus Utilities into unity, and I'm getting a few dozen errors right out of the box... I'm guessing I did something wrong upon import? By analyzing the errors I'm guessing the crux of the issue is the first warning (not error) which is "Oculus Plugin could not be loaded". The proceeding errors are as follows: https://pastebin.com/VKJuATXZ977Views0likes1CommentUpgrading Oculus Utilities from 1.22 to 1.30
@imperativity Hello there! I have some issues with my old Oculus integration and I want to upgrade to the newest version via the unity asset store. I already tested the new integration in a clean project and realised that the folder structure seems to be different than the old one. Everthing is now stored in the Oculus folder and not anymore in different OVR folders which is quite neat BUT i wonder how i am supposed to upgrade my old project without problems. Thanks for your help! Christopher2.8KViews0likes12CommentsOVRInput.Button.Back intermittent functionality
Hello, I've been working on developing a mobile game for Gear VR, and have been using OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger) and OVRInput.Get(OVRInput.Button.Back) to query the state of the trigger and back buttons on the controller. The trigger works perfectly every time, but the back button only seems to work sometimes (like once every two or three clicks). I've tried swapping my code to have the trigger and back button perform the reverse functionality (so the back button would grab an object, and the trigger button would pull up a menu) and I'm still having the same problem, which indicates to me that the back button is the issue, and not my particular lines of code. I've also tried using the back button on other apps and it seems to work just fine, so I think the problem may be related to my version of Unity and/or the Oculus Integration asset. I'm using Unity 2017.4.1f1, and Oculus Integration Version 1.30.0. Does anyone have any ideas about what might be causing this issue? Also, I think this problem is very similar to one that was reported in this discussion: https://forums.oculusvr.com/developer/discussion/63273/gear-vr-back-button-to-confirm-quit-menu Thanks, Brian532Views0likes0CommentsLatest Oculus App version: Seams in OVROverlay cubemaps
For our scene transitions, we enable the OVROverlay Cubemap before asynchronously loading. We received feedback that a user was seeing missing front & back faces and visible seams in the cubemap loading screen. We were not able to reproduce until one dev machine updated the Oculus App (1.22.0.520720) and the issue was reproducible in the Unity editor and in current and previous builds. Updating Oculus App on another dev machine produced the same results. The cubemap fails to completely overlay the render buffer, showing seams at all of the cube edges 100% of the time, and occasionally missing front and back faces. Is there any documentation of this problem that I have not found? Trying to narrow down SDK and engine versions which cause this issue. Using latest Unity 5.6. Updating to the latest Oculus Unity Utilities (1.22) results in a completely broken overlay (not visible at all).784Views0likes1CommentOVRManager.display.velocity returns Vector3 = 0,0,0
I am developing a game in Unity using Oculus Utilities, and I want to retrieve the HMD velocity. When I use the following line of code, the resulting Vector3 value is always zero: hmdVelocity = OVRManager.display.velocity; What is possibly happening? My Oculus Rift CV1 works flawlessly in games and tracks correctly in Unity editor. I am using Unity v2017.1.1f1, Oculus Utilities v1.18.1, OVRPlugin v1.18.1, SDK v1.19.0. Thank you for your help! Leo686Views0likes2Comments