Controllers disappear when the HMD is unmounted and then mounted in the Windows build.
In the Windows standalone build, the controller and hand tracking will not function if the HMD is unmounted and then mounted. The detailed situation is as follows. When I put on the HMD and start the game, I don't have any problems at first; it plays fine until I remove the HMD. If you remove the HMD during a game, wait a moment, and then put it back on, the controller and hand tracking will not function. With the HMD removed, a slight movement of the mouse on the PC will restore the controller and hand tracking. At this time, the camera position becomes (0, 0, 0) on the PC screen and stops tracking the HMD position. - The above problem does not occur in APK builds. - This does not occur when I press the play button in the Unity editor and check on the actual device using Oculus Link. Versions - Oculus application: 38.0 - Oculus Quest2: 38.0 - Unity: 2021.2.7f1 - Oculus Integration: 38.0 - MRTK: 2.7.3 I do not see the key to solution at all and would appreciate your listing it if it is what, or it may seem to be revealed as it is enough even for seeming to become the hint.3.2KViews2likes5CommentsCamera working fine in Unity Editor, but breaking down after a few seconds in the standalone exe
Hello, I'm facing a problem that I can not really debug, and I feel like I'm missing some crucial step in building for Windows. So any insight would be much appreciated. I also asked the identical question over at Rift board, so I apologize for duplicates. But I just realized Unity Development is the correct place, not Rift. Basically, when I run any game that I'm building in the Unity editor it works just fine. But when I export the game as an exe and run it from there, within seconds, the frames start cascading down, getting squished vertically and leaving jittery trails at the top. - The version of Unity is 2019.2.9f1, with Oculus Integration Asset from the asset store, v1.43 - The headset is Oculus Rift S and - The monitor is running at 2560 x 1440 resolution. I captured a video of what it looks like, but apparently I can't attach links yet. So I made a low quality gif which essentially shows what's going on: Has anyone else encountered a problem like this? As I said it seems like I'm missing a step, but I follow the instructions by Oculus Documentation and there doesn't seem to be anything out of order. Thanks in advance585Views0likes0CommentsOculus SDK didn't callback for standalone
Hi, I am following the oculus unity standalone example code for entitlement check but it didn't callback. (Update: it works with a build but not in UnityEditor. The following issue only exists with UnityEditor) try { Core.Initialize(); Debug.Log($"Oculus initialised {Oculus.Platform.Core.IsInitialized()}"); Request request = Entitlements.IsUserEntitledToApplication(); Debug.Log($"request id {request.RequestID}"); request.OnComplete((Message msg) => { Debug.Log("Entitlement check finished"); if (msg.IsError) { // User is NOT entitled. Debug.Log(msg.GetError().Message); onFailed(); } else { } } ); OVRPlugin.occlusionMesh = true; } catch (Exception ex) { Debug.Log("failed to init oculus", ex); } I added Debug.Log in Callback.HandleMessage(Message msg) in Oculus sdk and found the request id in Message was mismatched with the request id which was used to register the callback method by always 1 less. For example, if the request id for registry was 38, then the id in message for callback was 37. internal static void OnComplete<T>(Request<T> request, Message<T>.Callback callback) { requestIDsToCallbacks[request.RequestID] = new RequestCallback<T>(callback); } if (requestIDsToCallbacks.TryGetValue(msg.RequestID, out callbackHolder)) { .... } Any idea what's wrong? Thanks, Ke541Views0likes0Comments