[Unity] Virtual Keyboard feature not working
Greetings. Issue: I and my team attempted to enable Oculus overlay/virtual keyboard but failed. Related links/attempted approaches: Fix attempts by chronology: Trigger VK via Input Field in the old project's game scene Trigger VK via code in the old project's game scene Trigger VK via Input Fields/Buttons in Oculus VirtualKeyboardSample scene in the old project Trigger VK via code in Oculus VirtualKeyboardSample scene in the old project Trigger VK via previous methods, after updating Oculus Integration/OVR Trigger VK via all previous methods in the same project, but migrated in the new repo Created blank Unity project, imported/configured VR-related packages, Oculus Integration/OVR, tried to trigger VK via Oculus VirtualKeyboardSample scene Most of the attempts resulted in this error log: [OVRPlugin] [CreateVirtualKeyboard] m_XR_META_virtual_keyboard extension is not available (arvr\prjects\integrations\OVRPlugin\Src\Util\CompositorOpenXR.cpp:12543) Create failed: 'Failure_InvalidOperation'. Check for Virtual Keyboard Support. Unity version 2021.3.26f1 LTS Oculus XR Plugin version: 3.3.0 Oculus Integration versions: 54 and 55 OVRPlugin: 1.86.1 Important note: We tried to run the sample, on the same branch/commit, but on different devices/users. 2 out of 6 developers got the keyboard working as intended, others received the error log mentioned above. Seems very strange to me After all attempts, it looks like there's a problem with the OVRPlugin .dll, and not a problem from our side. Any help/suggestions/tips/solutions would be highly appreciated. Expected result: We can access Oculus Overlay/Virtual keyboard after interacting with text UI elements in VR to edit text.Solved5.5KViews1like3CommentsPerformance 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.2.1KViews1like2CommentsOVRInput.NearTouch not working with OVRPlugin with OpenXR backend
Make a Unity 2020+ project. Add OpenXR Oculus provider. Add Oculus Integration (at the time of this writing v39, but doesn't really matter. Tried it with v37 also) Load/make a scene with a controller prefab (could be OVRControllerPrefab or CustomHand). OVRInput.Get(OVRInput.NearTouch.Any)) will always return false. Change to Legacy OVRPlugin and it will return true when touching with thumb or index finger. Anybody know why? It seems to me a bit sloppy to make a plugin that is needed for the platform specific things (passthrough, hands, etc) while advocating for the OpenXR backend but then have this feature broken. In many VR examples you often see a thumbs up gesture being made. That is pretty much impossible with OVRPlugin using OpenXR.2.3KViews0likes3CommentsFailed to load OVRPlugin.dll
Hi! I've tried with clean installs of Unity 2019.4.36f1 and 2020.3.30f1, both with the same issue. Failed to load OVRPlugin.dll UnityEngine.Debug:LogError (object) Unity.XR.Oculus.OculusLoader:EditorLoadOVRPlugin () (at Library/PackageCache/com.unity.xr.oculus@1.11.2/Runtime/OculusLoader.cs:237) UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes () Same issue as: Oculus V37 OVRPlugin.dll not found issue Except that I started out with a clean install of Unity and directly with Oculus Integration V37. They say in that thread that the issue will be solved with V38, but I was wondering if anyone had found a solution that works now, until V38 is released? I am very eager to start with my new project, but can't until this is solved. Anyone managed to do something about this issue?Solved8.6KViews0likes2CommentsUnity Oculus Integration V37 Missing OVRPlugin.dll
Unity 2021.s.10f is complaining about missing OVRPlugin.dll. When using oculus driver in plugin management will cause crash when playing from editor. Builds work okay. Workaround us OpenXR, however this does not work well with OVR scripts like camera rig or char controller. XR Plugin v4.2.1 Oculus XR v1.11.21.4KViews0likes0CommentsXR 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?2.4KViews1like2CommentsHow do I get the player controller to follow along with the camera rig?
Using the example player controller that is given in the oculus integration package, the OVRCameraRig will not update the position of the OVRPlayerController when the user physically moves around. I have tried standard ways of doing this such as updating position and translating, but nothing has worked. Does anyone know a good way to do this?1.1KViews0likes0Comments- 614Views0likes0Comments
OVRP_1_1_0.ovrp_GetNativeSDKVersion() returns null
So I am trying to upload to the alpha channel but keep getting the error, "Oculus SDK not found or older than 1.0." I have made some headway on this issue and have discovered that, in OVRPlugin.cs, OVRP_1_1_0.ovrp_GetNativeSDKVersion() is returning null. This is causing the SDK version to only ever appear as v0.0.0. And, I assume, this is what's causing the upload error. Has anyone seen this before? How do I get it to not return null, but return the actual SDK version? I am using Unity version 2017.4.40f1 LTS, Oculus Utilities version 1.49.0, OVRPlugin version 1.49.0, and I think the SDK version is supposed to be 1.51, since that's what I was seeing before when I ran in Administrator mode.687Views0likes0CommentsOculus Integration v14 OVRPlugin Bones not positioned correctly
First I find it is weird that there is a Hand_Pinky0 value in OVRPlugin.BoneId for the metacarpal bone where the index, middle, and ring fingers do not have a value at all for metacarpal bones. Why is that? What is the value of having Hand_Pinky0 at all really? I also noticed that the bone positions for the pinky are way too close to the ring finger and do not align at all with the OVRHand mesh. The same goes for the thumb. The index, middle, and ring fingers used to align perfectly in the Oculus Integration v13, but now are slightly too long. The tips are about a centimeter beyond the actual tip of the hand! Is this a known issue? When I was using the Nimble SDK (early hand tracking API) the hand positions were perfect. Now I have moved over to the OVRPlugin it seems all wrong.746Views0likes0Comments