Unity 2017.4 LTS and Quest 2 Compatibility
Hi everyone, We have a Unity project built in Unity 2017.4 LTS. We released a Go and Rift version in the last 12 months. However, we now wish to create a Quest / Quest 2 port of the game. When looking at the current minimum specs ( found here: https://developer.oculus.com/documentation/unity/book-unity-gsg/ ), Oculus is now stating Unity 2020.3 is the minimum version for projects. This is a pretty big issue for us as about 1/4 of the game is unfortunately written in unityscript which is no longer compatible with newer versions of Unity which will make updating way harder than it normally is. I guess the question is has anyone successfully launched a game for the Quest / Quest 2 using Unity 2017.4 LTS - is this even feasible? Thanks!1KViews1like1CommentFix for shaky/distorted objects in Right/LeftHandAnchor?
I'm no longer at the PC I use to develop, so I can't provide a picture of my problem. I'm using Unity 2017.4.0, or whatever the most current version is. So, I've had trouble getting items tracked by the touch controllers to display properly. Using the Unity Utilities 1.19, Oculus Platform SDK 1.19, and Avatar SDK 1.16, I am trying to display the avatar hands to in my scene. Everything works fine at first, but the avatar hands start to shake and become increasingly more shaky as the scene goes on; it almost looks like a mirage as it gets more distorted. It also does the same for child objects of the Left/RightHandAnchors of the OVRCameraRig prefab. For example, when attaching a cube to the RightHand, I'm able to move it around as normal using the controller. It looks like a normal cube at first, but then starts shaking and become more distorted and mirage-like. I have no idea what might cause this to happen, and I'm so close to having the TouchControllers set-up otherwise.6.8KViews0likes11Comments[Oculus Utilities] Changing the variable 'OVRManager.instance.monoscopic' does nothing
Hello, We are currently developing an Android application using GearVR. Since we migrated on 2017.3, the variable OVRManager.instance.monoscopic of the OVR plugin utilities has no effect. On Unity 2017.1, if we changed this variable to true, we would effectively see our application in monoscopy. Since 2017.3, we are always in stereoscopy and we can not manage to change that. We use OVR 1.18 and it does the same on 1.21 Thanks in advance !1.5KViews0likes2Comments"mobileMTRendering" Error with Unity 2017.2
I just upgraded to Unity 2017.2, and I'm getting a error on lines 290 & 295 of the OVRLint.cs script that "'PlayerSettings' does not contain a definition for 'mobileMTRendering'". It appears to have been removed from UnityEditor.PlayerSetting" class as part of the changes to version 2017.2? Are others seeing this or am I missing something?5.1KViews0likes9Comments[GearVR] [Unity] Create apps bigger than 2 GB.
Hi, I am trying to create an Android app that contains a big video file (2.5 GB). Unity does not allow to create automatic .obb (File--> Build Settings --> Player Settings --> Publishing Settings --> Split Application Binary) bigger than 2 GB. So, I am trying to include this big video using AssetBundles. However, I am having issues to include that video file (.mp4) as an asset bundle for Android. The issue is that Unity does not accept video files for mobile if they are not included in the StreamingAssets folder. And I do not want to put the file there because BuildAssetBundles does not work with that folder. Please, do you know how could this be done? Or any idea about how could I manage it? Thanks!1.1KViews0likes3CommentsDeep-linking from chrome to Gear VR App
Hello everyone! I currently am working on getting a deep-linking feature working for my app I set up. The flow behind it should match as close as possible to my already working app for cardboard. Which is the user clicks a button to open a link which contains the deep-link URL. Then the app will open with the link passed through. My app will then parse the query string and get the data it needs out of that and continue a long the lines of its normal functionality. I have done some heavy research when it goes to deep-linking and how it uses the Android Activity to function. Gear VR seems to use its own activity which doesn't have any deep-linking functionality that I can find. Any help would do! Thanks, Nick :)877Views0likes1Comment