Laser Pointer instead of Gaze Pointer
Hi All, In Unity I tried to replace laser pointer using Oculus touch instead of gazepointer like present in the samples. The problem is that I don't know how to trigger events in UI components. Is there somewhere an example to get inspiration? thanks12KViews0likes4CommentsOculus 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! :-)11KViews0likes7CommentsOVR UI Helpers - Raycast LaserPointer and cursor not displayed in Quest build from Unity 2019.3.0f1
Hi all, really hoping someone might have experienced this same problem and found a fix, as it's really frustrating to not understand WHY this is happening. I'm Using Oculus Link and Unity to iteratively develop and test (using the play button in unity, which automatically plays on the USB connected Quest). I'm following the guidance for using UI helpers on a canvas object and have had no problems with being able to interact with all aspects of my UI using the touchcontrollers and the included raycast and linerender "Laser Pointer" script. The problem i'm having is when i come to do a build. Everything builds fine, with no errors but when I play it on the quest, the laser pointer/ line renderer not only doesnt show up it doesnt give me any interation with the UI when running on the Quest. Even stranger is the fact that when I plug my Quest back into the PC and start developing again in Unity, the problem then appears there. None of the UI interaction is working and the line renderer doesnt show up !? The only way to get the functionality back is to exit Unity and reload the scene. Everything then goes back to normal.... until I do a build again!? This may well be a Unity issue, I'll be asking kindly on their forums too, but would appreacite any advice or if anyone else has experienced these kinds of UI interaction problems with a Quest Build? Thanks in Advnace Andi8KViews0likes5CommentsCursor Lock unavailable ?
Hello, I recently tried to update some old "0.6" app to the new "1.3" drivers - it's a seated experience where the user can look at various UI elements to 'click' them. For this, I lock the cursor in the middle via Cursor.lockState and just use the standard Unity UI (with in-world Canvas). Everything worked fine before, and still work in the editor - but not once built. With a built app, if I have both the Oculus API and "Virtual Reality Support" enabled (in Unity's player options), the LockState stay at "none" - whatever my scripts try to do. Removing the Oculus plugin or unchecking "VR Supported" put thing back to normal, but then the Oculus doesn't work. This is very problematic because it make the whole "look at a button to press it" concept very uncomfortable, as it force the user to manually center his cursor at the app's start (and moving accidentally your mouse mess up everything). This problem appear even on a new, nearly empty project with just the Oculus plugin and a few scripts trying to mess with the cursor's state. Is this an intended behavior, or a bug ? In any case, does someone have a way to correct it ? I could add Colliders to every UI elements and then perform ray test from the camera, but that's basically recreating Unity's UI/EventSystem in a less optimized way.Solved6.5KViews0likes31CommentsStereo Layer Transparency broken for UI Widgets on Quest
To improve the quality of our in game UI, we recently moved it from world space widgets to Stereo Layers. However, transparent Stereo Layer have black backgrounds on the quest where it is supposed to be transparent. After setting up the stereo layer, so that it gets live textures from the Unreal UMG system, the transparent parts appear black on the Quest. So here how it looks on the Quest: And how it looks on the PC with oculus link and VR preview in engine (this is how it is suppose to look): The issue only pops up with Live textures, if I place a sprite with alpha channel as the texture, it is displayed correctly with alpha blending. One thing we have already tried is creating the render target in C++ and ensuring that the clear color has the alpha of 0, so (0,0,0,0) and the format supports RGBA. We are on Unreal version 4.25.3 on the Oculus Unreal Branch built from source. Any tricks to get this working? Thanks for the help! Daniel5.4KViews1like5CommentsHow to display head-locked UI elements over eye buffer on Quest 2?
I want to display small Unity UI elements to the player that can change dynamically. I at first tried to just use a canvas set to screen space but it didn't render to the screen. I tried to use the OVR Overlay except I can't figure out how to make it lock to the player's head. Are there any solutions to the problem I am trying to solve? (Using Oculus Quest 2)5.2KViews0likes1CommentAdding ray pointer from Oculus Hands to interact with UI
I am trying to add a ray pointer from Oculus Hands to interact with UI. I managed to get the ray as shown in the screen capture below. However, as you can see, the laser pointer starts from the wrist position and aligned towards the right instead of pointing straight. Appreciate your suggestion if you know how can I correct this to point forward? Also, this laser pointer appears only on the right hand. Is there a way to change this? Please see my settings in Unity below.4.8KViews1like5CommentsHow to react to an incoming Session Invite by a Friend?
Hello there, I've looked into adding basic support for "Invite Friend to Session", "Accept Invite", "Reject Invite" and "React to Invite". Now I did things like these with Steam already, but it seems like Oculus didn't implement all needed functions. Here is how I would expect it to work: - PlayerA invites PlayerB to an open game, either via InGame FriendList, using the UniqueNetId and the SessionInterface, or via Oculus own UI. - PlayerB receives the invite, inside the Game and outside the Game in Oculus own UI. Now either: - PlayerB decides to reject the Invite either through InGame UI or Oculus own UI -> Notification closes, nothing else should happen. OR - PlayerB decides to accept the Invite either through InGame UI or Oculus own UI -> Notification closes, PlayerB joins PlayerA's session. Now some of this works, other things aren't documented or no one really asked about that yet. I found one post on this forum, but it was never answered by you. What I know how to do is: - Invite a Friend using the SessionInterface, as there is the "SendSessionInviteToFriend", which you seem to have implemented. - Joining a Session through a simple "FindFriendSession" and then "JoinSession". That already works for other systems we implemented. What I don't know how to do is: - Display the incoming Invite inside the game. Steam has a simple callback, which I can hook up with a function and then display UI. How does Oculus handle this? Where can I hook into to get notified, ingame, that someone invites me? In addition, can PlayerA be notified, if PlayerB accept or rejects the invite? Cheres, Cedric Neukirchen3.7KViews1like5CommentsHow to use graphics raycaster with physics raycaster?
I'd like to be able to interact with UI elements and 3D objects together in the same scene. I have the OVRRaycaster on my canvas, and OVRPhysicsRaycaster on the OVRCameraRig. Both work correctly by themselves, but the Physics Raycaster will still hit an object even if there is a canvas in front of it. I've played around with the blocking objects, blocking masks, and other settings. I've tried EventSystem.current.IsPointerOverGameObject() but it didn't seem to do anything. And I've tried to tweak the OVRPhysicsRaycaster script to no avail. From what I've read, the Physics Raycaster doesn't detect any graphic elements, so potentially Graphic Raycasts should be done first, and if nothing is hit, then call Physics Raycaster? Does the Oculus SDK have a solution for this or am I better off writing my own system?3.5KViews0likes2CommentsOculus Quest 3 Dot Loading in Unity App
Unity 2019.1.3f1 and most recent Oculus SDK I built out a quick UI where the user is required to interact with this keypad. They need to click on the buttons to enter the code and press enter. Except every time a button is clicked, three dots appear and the headset takes has to load. Not sure why as this has worked on every other headset with no issues. Would love some feedback!3.4KViews2likes5Comments