Distance Grab (Player flies up or is pushed by object grabbed)
I know there's a lot of people having problems with this and I've followed many tutorials that try to fix this issue, but I cannot for the life of me fix it. I've tried a lot of things and spent a lot of time on this and I just cant figure it out. I've tried the following layer abstraction in this tutorial (doesn't work): https://www.youtube.com/watch?v=sKQOlqNe_WY&lc=Ugy0IV2wmiRMywTkPk94AaABAg I've also tried this: https://www.youtube.com/watch?v=weL4aRe1FRk If anyone can help me with this I would greatly appreciate it.2KViews0likes3CommentsOculus[Samsung GearVR] App in Not Installed -> Not Compatible
Hi there, There is some strange issue and i cant figure it out what is the problem. When i go 'build & run' my app on device, then app starts automatically and it works fine. But when i attach device to Oculus and than try to start app from Library, it's in 'Not Installed' folder with screen on it 'Not Compatible'. I tried to install .apk from MyFiles in Samsung, but still same problem. Any suggestions what could go wrong? Unity: 2019.1.1f1 Device: Samsung S7 edge Thanks!353Views1like0CommentsUNET Oculus Go Connection Issue
hihi! I've been dipping my hands into the network pool, trying to create a networked game for the Oculus Go but I seem to be running into an issue with connecting the headset to the network. Each time I run a build to the Go, it will read the grey Unity load screen but then freeze on that screen with only the grey screen showing (the screen stays locked in position too...) Im using Unity 2018.2 the Oculus SDK 1.28.0 I've done some debugging by changing the cameras, replacing the spawn prefab, and added a line to make sure it was turning the OVRcameraRig on. I've boiled down my scene to have nothing besides the camera and the network manager. My best guess is that 1) I need to enable a network element for the Go and/or 2) I need to be working off a different lobby system since? Here is a screenshot of the inspector for my OVR networked camera and my Network Manager485Views0likes0CommentsOculus SDK change camera fov in Unity
Hello to all fellow developers. My question is specif to to Unity and Oculus SDK which has a fixed FOV when the VR Headset gets connected. Oculus Documentation Link on Camera FOV and Scale https://developer.oculus.com/design/latest/concepts/bp_app_fov_scale/ I have tried everything to check if we can change the FOV which gets to 96.17 to camera, if you use camera-rig component or not. any camera inside scene will convert automatically to 96. I want to change the FOV at run time, if not possible i want to use another secondary camera for the task We have a scene where we are showing car interiors and its looking too bad when FOV is 96. The immersive- feeling of being in a car is gone. We want to control the camera FOV at run time. The things i have tried so far. 1> changing via code gives error "field of view cannot be changed". and goes back to 96. 2. Secondary camera for that specific activity 3> stereo convergence post render scripts. Is there any solution to this. Please do give your inputs. Best Sumit Jain3.5KViews0likes1CommentOculus Unity Error ovrp_SetupDisplaySymbols
Hi, guys ! I've got oculus integration in my unity VR game. Every time i open it it shows warning message: VR: Oculus could not be loaded: Failed to load symbol_ovrpSetupDisplayObjects. And oculus doesnt work; but rebuilding Library strangely helps and oculus start working until i close Unity and open it again. So, i need you help guys, cause this procedure takes a lot of time and very annoying...789Views0likes2Comments