OVRInput.GetActiveControllers() returns incorrect information
Unity 2022.3.3. Android build installed on device At the beginning of the app while I still haven't touched controllers, the method returns None. Whatever controller I take in my hand this method returns Touch, and there is condition in OVRInput script that explains if both controllers are connected and one is active it will set activity to Touch (kinda stupid but ok). Now, the interesting part. Taking out the batteries of both controller and being notified by Oculus that they are disconnected, this method is still returning Touch. The initial idea is to hide inactive controller that, for example, lays on my table while I have another one in my hand. The controllers rendering on scene come from Microsoft.MixedReality.Toolkit.XRSDK.Oculus.Input namespace, OculusXRSDKTouchController.cs script. There is nothing in my unity scene to create a reference and set activity to true/false. If there is someone who had experience with any of this, all help is appreaciated.645Views0likes0Commentsspectator mode for quest 2 not working
The feature is supposed to provide a 3rd person camera that is controllable on the device that is being casted to but the actual implementation does not correctly set the camera view in the app that is being casted to - instead of modifying the position of the 3rd person camera viewed in the oculus app, the example modifies the position of a gameobject that has a quad displaying a virtual camera. that quad display is modified correctly, but the texture that drives the quad is not sent to the oculus app. the touch screen features of the oculus app to change the view of the spectator 3rd person camera do not work (tried android, iOS and web, all latest versions)2.1KViews1like2CommentsPlatform settings in Unity takes the wrong credentials
Hello there, In Unity, the Oculus Platform settings state that the credentials used are these from the Oculus application. Looks like this is not the case for me, and I'm not able to resolve the situation so far. I reinstalled the Oculus desktop app, I used that "Restart Oculus" feature from the desktop app in the Beta section, deleted the plateform settings and letting Unity regenerate these, still somehow connected to the wrong account. What am I supposed to do ? Thank you.1.4KViews0likes1Comment