Oculus hand tracking palm menu is automatically resetting position and orientation in Unreal Engine
I have a PCVR UE 5.4 project where we align the Quest to a physical location. We recently started using the new SteamLink app in order to stream from the PC to the headset after the latest beta update which added initial support for hand tracking over SteamLink. The issue is that after we start streaming and align the HMD to the physical location we put the HMD on and everything works except that the moment the user looks at their palms and the built in oculus palm menu appears it immediately resets the HMD position and orientation undoing the alignment. I have tested it in the SteamVR home and it does not happen, everything works as intended but when in an unreal project your position and orientation are reset the moment the Oculus Palm menu appears for the first time. Important note, the tracking type is set to stage and we are using the OpenXR runtime and hand-tracking in SteamVR over SteamLink. Has anyone else run into this particular issue? Any clue what might be causing it?1.1KViews2likes1CommentRetrieve a list of Games in user's Oculus Library?
hi, I've been working on a Discord Bot to help users find other users in the same discord server that own a specified game (an LFG bot) So far I've only implemented this with steam, and by popular demand, I'm now investigating if i can add the meta game library to the bot. On steam, The user logs into their steam account and the bot remembers their user ID and retrieves a list of all the games they have in their library Is it possible to do this with Meta and the Oculus library?544Views0likes0CommentsCan I use Oculus Quest 2 PC link mode for SteamVR development?
Hi, I want to develop content for Vive pro and Vive Cosmos but I don't really want to buy them because I plan to get a Oculus Q2 Can I develop and test SteamVR content for VIVE and use Oculus in the development for testing? Will it cause any problems? for example Key bindings? I would be very grateful if you could help me with this! Thanks!Solved6.9KViews0likes5CommentsMy application that I developed with SteamVr does not work on Oculus Quest 2
Hello, I wish you a good day. I am developing an application with Unity 2020.3.7f1. I used SteamVR Unity Plugin - v2.7.3 (sdk 1.14.15) in my app. To test this, when I build and run on Oculus Quest 2, none of my hardware functions. How can I fix this issue and run my app on my Oculus Quest. The sdk I'm using is: XR Plugin Management Version 4.0.1 - February 11, 2021 Oculus XR Plugin Version 1.9.1 - May 11, 20212.6KViews0likes6CommentsOVR Camera Rig does not work on SteamVR
I used Oculus Integration-V.1.31.0, which is fully compatible with OpenXR, and set RunTime for SteamVR. However, the OVRCameraRig cannot receive tracking, the camera is fixed, and the arm does not move. SteamVR has been updated to the latest version. If anyone faces the same problem, can you tell me how it was solved?2.7KViews0likes2CommentsHow to handle scene loading in Unity like when using SteamVR (compositor)
I'm currently evaluating how feasible adding a native Oculus SDK version of Holodance is and the greatest challenge I see so far is porting our approach to loading scenes over. The way we currently do this is based on Valve's SteamVR_LoadLevel example. In a nutshell: Set the skybox for the compositor, set a load texture in front of the player in the compositor, fade the game to the compositor, once that is done, stop rendering to VR (because the player now only sees what's in the compositor), start loading the scene and wait until it's done, do other things that could cause hiccups like prewarming shaders and a garbage collection round, start rendering to VR, fade back in. Play. In addition to what the standard SteamVR_LoadLevel does, we render a preview of the level that is being loaded, with some text and a progress bar using Unity UI, into a RenderTexture that we also show and update on changes in the compositor. Also, to make things a little more fancy, we have several textures on quads to have our logo in 3D on several planes. Theoretically we could even animate those planes but Unity does have some hiccups while loading levels (even when using async and additive), so we don't do this. Reviewing the API provided by Oculus Utilities for Unity 5.x, it seems that one class we could use is OVROverlay. Putting the texture to the right position is simply by using the Transform location and mesh primitive, right? Then, there's OVRScreenFade, which lets us fade ... but only to a color. So ... it seems there are two things missing: How can we fade full to the compositor and stop rendering to VR while we are doing things what would cause framedrops? When using SteamVR / OpenVR, this is done by calling CVRCompositor.SuspendRendering(true).Solved12KViews1like18CommentsRift to Quest
Hi! I have a question.. Today I have a Oculus rift, (the first gen) and I'm thinking about buying a Quest 2 instead. I have moved and cant play VR in my "office" so I have to move my pc to the livingroom just to play. So I think a Quest will be much better fit. But the thing is that I have bought all VR games in Steamstore.. Am I going to be able to play them with a Quest or do I have to rebuy every game from Oculus store..? (I dont want to move my pc every time I want to play..) Thanks!590Views0likes0CommentsxrWaitFrame "would have blocked, skipping frame instead" every frame
I'm using a quest with link, through the oculus runtime, which opened steamVR, using steamVR's OpenXR runtime (if there's a way to more directly use a quest->link->oculus->openXR runtime, I'd appreciate learning how). As I said: `xrWaitFrame` logs `xrWaitFrame: would have blocked, skipping frame instead` for every frame. This results in the HMD displaying steamVR's "Next Up: MyAppName" indefinitely (though the monitor rendering continues perfectly, even correctly tracking the HMD position). When I use a valve index (so, index->steamVR->openXR) I do not get this problem, and the application works perfectly. This leads me to believe there is something strange with the oculus runtime. The openXR documentation says that xrWaitFrame should block if the frame is being requested more than once per frame, and if it's being requested insufficiently per frame. Is there external timing required here? I was under the assumption that xrWaitFrame itself should be the driver of frame timing.1.8KViews0likes1CommentPorting SteamVR/OpenVR game to Oculus Store.
Hi there, We've built a VR game in Unity using the SteamVR plugin that's built upon OpenVR. The problem is that we now want to submit the game to the Oculus store but we need to remove the Steamworks libraries, SteamVR and OpenVR API. The Steamworks libraries are not an issue but with all of the interactions being built upon SteamVR and with a lot of the components from SteamVR Interaction System being heavily modified, is there any quick way to port/modify this project to just use the OculusVR SDK so that it's acceptable for the Oculus Store? Or is our only option to basically start from scratch with the OculusVR SDK and modify that framework? Thank you, Fabio544Views0likes0Comments