First VR App tutorial errors
Hey guys, I started the build your first VR app tutorial here from oculus, but I keep getting NullReferenceException errors from the ColorController.cs file. Here is where I get the errors: // Assigns the component's renderer instance rend = GetComponent<Renderer>(); rend.enabled = true; displayText.text = ""; // Checks if the player ball has collided with the wall. if (col.gameObject.name == "player-ball") { displayText.text = "Ouch!"; rend.sharedMaterial = wallMaterial[0]; } // It is called when the ball moves away from the wall private void OnCollisionExit(Collision col) { if (col.gameObject.name == "player-ball") { rend.sharedMaterial = wallMaterial[1]; displayText.text = "Keep Rolling..."; } } I am not able to see the text change whenever the ball is rolling, or when it hits the wall. The app runs fine other than that. Please let me know if you guys have any solutions/tips. Thank you.1.4KViews0likes3CommentsTutorial: Automate publishing Unity VR apps to Oculus Store
Hi everyone! We (Codemagic.io) have a new tutorial: how to automate deployment of your Unity VR app to Oculus Store with CI/CD. I would be happy if you guys read it and give me some feedback if you know how to improve the workflow. I would be even more happy if you try it out :). Another very welcome piece of feedback would be topic suggestions touching VR apps CI/CD, automated testing, or whatever. Any thoughts are very welcome :). A short story behind it: We've recently introduced a CI/CD for Unity, and we had several customers asking for automated deployment to Oculus store. Our googling didn't result in any ready made solutions, so we decided to build our own proof-of-concept using Oculus CLI tool and Codemagic's Unity CI/CD.1.3KViews0likes0CommentsGetting a black screen when following Quest tutorial in Unity
I've been trying to follow the instructions under "Develop>Oculus documentation>Unity>Get Started" on Unity 2019.4.4f1, but while the app works fine in the editor preview, when I start it from "Unknown sources" on the Quest, I invariably see only a black void. I can interact with the guardian fine. If I put the HMD to sleep and wake it up again, I briefly see a flash of the standard Unity sky and ground scene before the void shuts everything out. I've tried recreating a project from scratch and I get the same phenomenon out of the box. I initially had not created an XRRig in the hierarchy, but doing so (and deleting the old main camera) has had no effect. I also tried replacing the XRRig with an OVRCameraRig, but that changed nothing. Is there a tutorial for developing for the Quest on Unity 2019.4 (that works)?6.6KViews4likes9CommentsObjects not moving in tutorial app (on Quest)
Hello, Oculus dev noob here. I implemented the app from the "Build Your First App" tutorial, and I'm trying to convert it to actually running on my Quest. All I did was convert the Camera to an OVRCameraRig and change the Player Controller script to the following: using System.Collections; using System.Collections.Generic; using UnityEngine; using Oculus.Platform; using Oculus.Platform.Models; public class PlayerController : SocialPlatformManager { // Appears in the Inspector view from where you can set the speed public float speed = 500; // Rigidbody variable to hold the player ball's rigidbody instance private Rigidbody rb; // Secondary camera to debug and view the whole scene from above public Camera spyCamera; // The OVRCameraRig for the main player so we can disable it private GameObject cameraRig; private bool showUI = true; public override void Awake() { base.Awake(); cameraRig = localPlayerHead.gameObject; } // Use this for initialization public override void Start() { base.Start(); spyCamera.enabled = false; // Assigns the player ball's rigidbody instance to the variable rb = GetComponent<Rigidbody>(); } // Update is called once per frame public override void Update() { base.Update(); OVRInput.Update(); Vector2 x_y = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick); float moveHorizontal = 0.5f; //x_y.x; // 100.0f; // float moveVertical = 0.5f; //x_y.y; // 100.0f; // //float moveHorizontal = Input.GetAxis("Horizontal"); //float moveVertical = Input.GetAxis("Vertical"); // Vector3 variable, movement, holds 3D positions of the player ball in form of X, Y, and Z axes in the space. Vector3 movement = new Vector3(moveHorizontal, 0.0f, moveVertical); // Adds force to the player ball to move around. rb.AddForce(movement * speed * Time.deltaTime); } void ToggleCamera() { spyCamera.enabled = !spyCamera.enabled; localAvatar.ShowThirdPerson = !localAvatar.ShowThirdPerson; cameraRig.SetActive(!cameraRig.activeSelf); } void ToggleUI() { showUI = !showUI; helpPanel.SetActive(showUI); localAvatar.ShowLeftController(showUI); } } When I build and run the app on my Quest, I see the ball and box, but the controller inputs don't make anything move, and nothing moves even if I hardcode moveHorizontal and moveVertical (as above). Is there any other step I need to take to get updating to work? Thanks!962Views0likes2CommentsExamples of interactions like opening a door, snapping objects to hand, pulling a lever & drop zones
Where's the essential stuff to help developers build the stuff for oculus? Are there any plans of upgrading examples that come in Oculus Utilities. Not interested in integrating third party plugin like VRTK into the project to achieve the same. People have already reported that snapping is not working with all versions of oculus utilities.1.3KViews0likes1CommentI made a Youtube channel to get you started with Oculus development
Hey everyone, I'm the creator of Valem a Youtube channel about VR development with Unity (check it out here). On my channel, you can find a complete tutorial serie that will teach you all the basics with the Oculus Integration such as custom hands, Grabbable objects, Teleportation, VR User Interface... I also love to make some fun VR projects and share it to my community. I am trying my best to make this channel a place for beginners to get started with VR but also for more advanced developper to get inspired. So if you could check it out it would really means a lot to me. <3827Views2likes1CommentOculus Quest / Rift Example Unity Project available on GitHub
So many people are having trouble with getting this going, I've started a simple example project. It's not complete yet -- I only just started it. But you're welcome to look at what I've done and how I did it. I intend to show how to get it working with a Quest and a Rift -- I don't own a Rift S, but I assume it's the same as a Rift, generally speaking. Again, let me say that I'm not finished. But you can see an early look here. https://github.com/Corysia/Unity-Oculus-Example3.9KViews4likes8CommentsOculus Touch and UI how to guide for Unity.
Hey, guys! So I'm having a little trouble understanding and setting up the Oculus touch UI in my own game. I'm not new to Unity and I've downloaded and studied the Oculus Sample Frmwrk, yet I can't seem to understand the steps on how to implement the pointer scene sample in my own game to be able to click on the UI. I've tried a few things and managed to get the reticle working but not able to click on any world buttons. A walkthrough or explanation for the touch UI would be EXTREMELY appreciated. Thanks in advance! :-)11KViews0likes7CommentsHow to everything?
Hi there, I've been trying for several days to connect my DK2 with Unity, so to be able to see my vr projects, while be in edit mode (not have to build it). So far, I've achieved to connect the DK2 on my Mac and see the test-desk scene (utility app). Here comes Unity: I have downloaded and imported Oculus Integration 1.32.1 (latest version). The "Sample Framework" does not exist anymore. I have "played" any scene available in Oculus Integration 1.32.1 package. I only got blinder and blinder... So I ask for a simple step-by-step, up-to-date guide to set up DK2 for Unity and manage to see a simple sample project. starting with display settings (should I be in Mirroring or extended mode?), packages downloaded and settings. Thanx749Views0likes0Comments