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)?6.6KViews4likes9CommentsExamples 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.1.3KViews0likes1CommentOculus 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. Thanx747Views0likes0CommentsHow does one get a Unity made SteamVR game working with the Oculus SDK and entitlements?
Hello! Hoping that someone can help me as I am fairly confused on what I need to do here. I just finished creating a game using SteamVR in Unity and it supports both Oculus and Vive. Is there a tutorial anywhere on how to get your Unity SteamVR game working with the Oculus Store requirements? Thanks!473Views0likes0CommentsOculus Touch Controller - Button Highlighting
I'm working on a tutorial for my application and I'd like to be able to have the controller buttons and triggers highlight as in the Spheres demo for the Oculus. I haven't been able to find any resources on how to do this, and would appreciate any pointers y'all could give me!1.1KViews0likes1CommentKickstarter - The Complete Virtual Reality Game Development Course
Hi everyone, Just wanted to share my Kickstarter campaign The Complete Virtual Reality Game Development Course with Unity. The aim of this course is to cover how to create VR games with Unity for the Oculus, Gear VR and other headsets. Through out the course, we'll build 10 projects and cover many different topics assuming to prior C# or 3D programming background. Happy to respond any questions about the course!494Views1like0Comments