OVRManager.display returning null
Problem: I'm trying to set my Quest 2 headset to 120hz, Calling OVRManager.display returns null Details: I imported the Oculus Integration Plugin then wrote the below code, but when I build and deploy to the headset I get a null reference exception because OVRManager.display returns nulls Additional Info: Unity 2021.3.12f1, building for the Quest 2, I have Quest support disabled. Oculus XR Plugin V3.0.2 XR Plugin Management V4.2.1 Oculus Integration V49.0 BNG VR Interaction Framework 1.82 Thanks in advance for any help!Solved2.8KViews0likes3CommentsCan't Get OVRSceneManager to Work
Hi, I'm developing a VR app, that will now have MR scenes available. I added the OVRSceneManager to my scene, assigned the plane and volume prefabs, scanned my room, yet no meshing or prefabs are instantiated in my scene. And with verbose logging I am getting this message: "Loading the Scene definition yielded no result. Typically, this means the user has not captured the room they are in yet. Alternatively, an internal error may be preventing this app from accessing scene. Invoking NoSceneModelToLoad." Even though I did scan my room successfully. All the documentation I am reading is outdated, and under my OVRManager component, I have Anchor Support enabled. I see Meta's documentation online saying you need to enable Scene Support in the dropdown, but I don't see it appear in my Quest Features.... How can I get my scene model to load and mesh correctly? Thank you!1.7KViews0likes2CommentsPerformance issue with OVRPlugin using OpenXR backend
Hello, our game is using Unity 2020.3.32f1 and Oculus Integration v39.0.0. We found in profiler that with OpenXR backend, OVRManager takes about 2ms CPU every frame on a Quest 1 device, while it only takes about 0.32ms if we switch back to the legacy OVRPlugin with LibOVR and VRAPI backends. (The profiler data were taken using a new project with only Oculus Integration 39.0 added, and with the sample scene MRC in Oculus/VR/Scenes) With deep profiling on, we found that it is from OVRP_1_16_0.ovrp_GetControllerState4(). We also found that if we remove the battery in 1 or both Oculus Touch controllers, the time drops (with 1 battery removed, it drops to around half and with both removed, it drops to near 0ms, but of course we can no longer play without controllers). As a result of this, we can hardly switch to the OpenXR backend due to the FPS requirement in Quest 1. Anyone knows if I am missing something or is it a problem with the plugin itself? Thank you.2KViews1like2CommentsXR Rig camera with OVRManager
I'm a bit confused about the compatibility of the XR Plugin and Oculus Integration download from the Asset Store. I need to use the OVROverlay script found in the Oculus Integration Package. This requires the OVRManager to be running - which is normally attached and initialized with the OVRCameraRig. Is it possible to use the OVROverlay without using the OVRCameraRig, using instead the XR Plugin's camera rig?2.4KViews1like2Comments[Unity/Rift S] Unchecking "Use Position Tracking" in OVR Manager leads to weird distortions in HMD
Using: - Unity 2018.4.2 - Oculus Integration 1.38 - Rift S Test Environment: - Clean, new project, only Oculus Integration inside and a test scene with default cubes - Tested on two different machines with two different Rift S headsets Problem: When I disable "Use Position Tracking" in the OVRManager of the default OVRCameraRig, the image inside the HMD gets super distorted. The image in editor is displayed correctly however. What I would expect from this checkbox is to simply disable 6-DoF positonal tracking and switch to 3-DoF instead. So there seems to be a bug of some kind. Does anyone know about this one or can provide a workaround for dynamically switching between 6- and 3-DoF on runtime? Best, Adrian2.2KViews0likes2CommentsAbout HMD motion emulation.
https://developer.oculus.com/documentation/unity/latest/concepts/unity-hmd-emulation/ I must develop application without OuclusRift, RiftS. I use OVRCameraRig with OVR Headset Emulator(default) So, I want to use this feature, but, it doesn't work. Anyone can us emulation without OculusRift, RiftS? There is a warning. ``` Virtual Reality SDK Oculus failed to initialize. Will attempt to enable None instead. ```1.5KViews0likes1Commenti can't find OVRManager.runInBackground on the last vesion of Unity/Oculus SDK
Hi Dev Friends :) I have an app who need to download content (video) to make them local to play the easyer, but on the initialisation, i can let the headset be in sleepmode and pause it. I use Unity 2018.2.2f1 (64-bit) and the last Oculus SDK where could I change the OVRManager.runInBackground value ? thanks for your answer :)1KViews0likes2CommentsOVRManager.eyeTextureFormat produces inconsistent results
We've noticed that switching the eyeTextureFormat to a floating point format like R11G11B10_FP works well on some machines, but not on others. We've seen issues where the app may appear to display floating point color during one run, but then after a restart display LDR color again, and vice versa. We've even seen one machine where ONE EYE appears HDR, while the other appears LDR!! We are currently still using OVRPlugin 1.16.0-beta on Unity 5.6.2f1, we're planning to run tests of upgrading both versions, we were just wondering if you'd heard of any issues like this in the past and knew of any confirmed fixes?497Views0likes0CommentsOVRManager.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! Leo686Views0likes2CommentsNew OVRManager.eyeTextureFormat R11G11B10_FP seems to have no effect
'Oculus Utilities for Unity 5 1.16.0-beta' claims to introduce the new eye texture formats R16G16B16A16_FP and R11G11B10_FP to "remove banding from dark colors". Linked below is a Unity project designed to demonstrate the effect of the new eye texture formats. The scene contains an inverted sphere, lit by a single directional light at 0.05 intensity. When viewed in VR, the viewer sees 12 concentric circles of decreasing brightness, representing the lowest 12 brightness values in the LDR spectrum. The spacebar toggles between the default eye texture format, and R11G11B10_FP. With the latter texture format, I would expect to see those LDR rings turn to a smooth radial gradiant, but I see no such effect. The project was created using Unity 5.6.0f3. https://drive.google.com/file/d/0B0Ub2k8Cl3YRVFJVTFlzaEM0VkE/view?usp=sharing Is there some important step I'm missing in order to be able to make use of these new eye texture formats in Unity?2.2KViews0likes8Comments