Teleportation Building Block error - HELLLP :')
Hi all! I'm using Unity 3D for my VR project. I'm super desperate if anyone can help I will be so so so grateful! I suddenly experience where I was no longer able to teleport or move. I was able to before and then it just stopped. I'm using Meta SDK building blocks and I tried deleting everything and re adding, even tried in a new scene but as soon as I put in the building block for teleportation I get this error "At GameObject PlayerController, component FirstPersonLocomotor. The ground could not be found below the locomotor for 10 meters. Velocity will be disabled.A) Add a ground collider under the character controller.B) Set _velocityDisabled to disable movement and prevent falling without showing this warning.C) Set _maxStartGroundDistance to 0 to disable this behaviour." The ground and locomotor appear within range - theyre both Y 0 and I have tried changing the ground distance setting and moved the locomotor up to like y8. the issue still remains. . Here is my inspector for the plane and the error75Views0likes2CommentsTeleport Glitch in Oculus "Locomotion" Unity Scene file
While using the Oculus Go on a build of the "Locomotion" scene from the Oculus Integration package, I notice that the "teleport" function will occasionally cause a glitch where I "skip" between teleport portal nodes and end up flown into a different location. When I tried importing the Locomotion package into another scene file with a completely different environment (and with additional teleport nodes and locations duplicated around my environment) I notice that this glitch will occasionally appear again (often times it happens at least 2 out of 6 teleports) and will cause my player character to be "stuck" in its location. I recreated the NavMesh as well and it still happens. Has anyone noticed this glitch? Is this more or less normal for the Oculus Go? Tagged:3KViews1like4Commentsinitialising teleport on collision
Non-coder alert! Ive been bashin my head all day trying to do a simple thing. I made my own very simple script to teleport a player to a new place when the hit a collidor... works great, but its very simple. Cant rotate the player on arrival, cant do any kind of fade to mke it nicer... etc... Then I discover ITS BUILT IN!! Or rather, there are many examples of teleport in the Sample package with Oculus integration. But they are all about different Locomotion methods. But the EFFECT is what I want! So I have 2 questions: 1. How can I get the example in the Locomotion demo into my game (specifically want the second example, where on stick controls free movement and the other uses teleport, does it need a navmesh? Just draggin it in didnt work of course... or rather... I flew a million miles up and never came down. 2. My REAL question, how can I make a collider object so when my player hits it, I can configure a teleport to another place, either instant, blink(fade to black) or lerp...dash whatever... Help gratefully appreciated Mark597Views0likes0CommentsTeleportation location issue
I updated the oculus SDK for my Unity project and now the teleportation mechanics seem to be different. It used to teleport the player directly onto where the teleport destination was regardless of where in the playspace they were. Now it teleports the PlayerController onto the teleport destination but that doesn't mean the HMD is located there. Example: The player takes two steps backward in the playspace then attempts to teleport up to a shelf. They end up two steps away from the shelf and unable to reach anything without walking forward two steps. How do I fix this? I've been attempting to use OVRManager.instance.RecenterHeadset() which puts the player in the correct destination but I then have rotation issues. I stored the desired rotation and then set it when the RecenteredPose action happens but that gives me a split second of being facing the wrong way before it gets corrected. This is driving me nuts. Warmest regards, Chris Unity 2019.3.0f3 and latest oculus sdk 20.1 from asset store698Views0likes0Commentsteleportation can't seems to work with OVR Player Controller and Character Controller
Hi2, I have a problem to get the OVR Player Controller and Character Controller to work with the Locomotion Controller. These are my setup. A normal setup where i follow the example I am able to get the player to move forward (with left Joystick). But I cannot teleport. But, I would like that the Player able to move forward as well as using the teleport function. Therefore, I added the Locomotion Controller script; which I realize it requires a Capsule collider and as well as Simple Capsule with stick movement. and connected both the LocomotionController script. However, comes a new problem. Whenever I teleport around, I always "fall off the ground". If I disable the "Capsule collider" component, I can move around without "fall off the ground" but cannot teleport. But, if i disable the "CharacterController" and "OVR Player Controller" scripts; i cannot move, but able to teleport without "falling off the ground". Can anyone be so kind to point me how to get the Player to have normal movement and teleport..? Thank you very much for your help. I really appreciate it.4KViews0likes5CommentsLocomotion Teleport to with both triggers
Hello ! I have a Player with Locomotion Teleport enabled and I would like to set it up to use either one of the Index Trigger Buttons to Aim and Teleport. With the options in the Inspector from "TeleportInputHandlerTouch.cs" I have tried multiple combinations and I can only get it to work with one Touch Controller. Is this at all possible without a custom script ? I am using Unity 2018.4.16f1 with Oculus Utilities for Unity 1.45565Views0likes0CommentsTeleport not working on Quest after upgrading Oculus Unity Integration to v12
My current stack: - Headset: Oculus Quest - Unity: v2019.2.19f1 - Oculus Integration: v12 - OS: MacOs Catilina I have followed a basic tutorial about teleporting and it was working well: I was able to use the left thumbstick to define the new target & orientation of the avatar teleportation. However, after updating the Oculus Integration for Unity to the latest version (v12), it stopped working. This is the structure of my LocalPlayerController prefab: and this was the previous (working) configuration of the LocomotionController object: after the update, I noticed that 2 scripts changed: LocomotionController.cs and TeleportInputHandlerAvatarTouch.cs: LocomotionController.cs if we analyse this script more in detail we can notice that two fields (`CharacterController` and `PlayerController`) have changed type. /************************************************************************************ See SampleFramework license.txt for license terms. Unless required by applicable law or agreed to in writing, the sample code is provided “AS IS” WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the license for specific language governing permissions and limitations under the license. ************************************************************************************/ using System; using UnityEngine; using System.Collections; using JetBrains.Annotations; using UnityEngine.Assertions; #if UNITY_EDITOR using UnityEngine.SceneManagement; #endif /// <summary> /// Simply aggregates accessors. /// </summary> public class LocomotionController : MonoBehaviour { public OVRCameraRig CameraRig; //public CharacterController CharacterController; public CapsuleCollider CharacterController; //public OVRPlayerController PlayerController; public SimpleCapsuleWithStickMovement PlayerController; void Start() { /* if (CharacterController == null) { CharacterController = GetComponentInParent<CharacterController>(); } Assert.IsNotNull(CharacterController); */ //if (PlayerController == null) //{ //PlayerController = GetComponentInParent<OVRPlayerController>(); //} //Assert.IsNotNull(PlayerController); if(CameraRig == null) { CameraRig = FindObjectOfType<OVRCameraRig>(); } Assert.IsNotNull(CameraRig); #if UNITY_EDITOR OVRPlugin.SendEvent("locomotion_controller", (SceneManager.GetActiveScene().name == "Locomotion").ToString(), "sample_framework"); #endif } } I was used to set those fields simply by dragging the `LocalPlayerController` prefab into the unity editor fields, but now it's not possible. Not sure where should I pick that `CapsuleCollider` and `SimpleCapsuleWithStickMovement`. If I touch the left thumbstick my player moves around, which is not the intended behaviour and I don't know how to change it. TeleportInputHandlerAvatarTouch.cs This script just add two new fields were added (I guess for the new hand tracking system) but I don't think it's creating problems with the current configuration. I'm completely stuck and not sure how to proceed from here. No other scripts seem to have been updated with the last upgrade and all my researches were unsuccessful. Update After reading this post I have tried to add the two components (CapsuleCollider and SimpleCapsuleWithStickMovements) to LocalPlayerController, reference them in the LocomotionController script, then disabling them as suggested: the teleport ray now appears but it seems not working. For some reason, the left thumbstick makes me move around while the right thumbstick makes me turn quickly, both behaviours which don't seem specified anywhere in the other script. Clearly there is some collision between the scripts. To be honest I'm surprised by the poor quality of the edits in the upgrade. The source code was just disabled without any comments or indications1.5KViews0likes1CommentHaving Teleporting Issues with Locamotion Teleport
This is my first time using a teleport system with Oculus SDK. I'm having a few issues: 1) When teleporting, the PlayerController moves. This is fine in a sitting or standing game, but mine allows the user to move around within the room. When not in the starting position and I teleport, I end up very far from my teleport destination. After looking at the code for a bit, it appears that the camera itself is not being reset back to the starting position. So Im ending up far away if the camera is far away. Is there anyway to reset the CenterEyeAnchor on teleport? Or what do people do with this? 2) How do I stop being able to raycast through walls? Thanks!811Views0likes0CommentsLocomotion teleport issue on Unity3D active scene changed
Hi everybody, I have an issue with the Locomotion system within Oculus Integration. I use it with the OVRPlayerController into a main scene and it works fine.But then I need to load additive scenes and set them active (due to PostProcess use). Unfortunately, switching active scene using "SceneManager.SetActiveScene("My_scene_name");" will cause issues with teleportation system. If I active the laser beam, it doesn't collide anymore and stay always on even if I unpress the trigger button. So, do someone has a solution for this ? Thanks.468Views0likes0Comments