Lighting limitations, Oculus Quest Unity dev
Hi, Im developing in unity for the oculus quest and ran into a problem with the lighting. I want to have three spotlights in a indoor scene. All three show up when I preview in Unity but when I build and run to the Quest I only see one of the three spotlights. I think it has something to do with pixel light count. Even though I try different amounts, nothing changes when I look in the Quest. What am I doing wrong? Is this a limitation of the Oculus? Thank you in advance! /Jonathan1.1KViews0likes0Commentsoculus quest controller orienting on world center [Unity3d]
I tried to write my own camera rig in unity3d but for some reason the Quest controller are orienting on the world center instead of there parent camera object this is all my code i wrote for it I am using oculus integration 1.8 public Transform leftController; public Transform RightController; public Transform camera; // Start is called before the first frame update void Start() { camera = gameObject.GetComponent<Transform>(); // i OVRManager.display.RecenterPose(); // made this as a meaning to fix the world center problem - didn't work } // Update is called once per frame void Update() { leftController.SetParent(camera); // i thought maybe the controller loses it parent on launch - didn't work RightController.SetParent(camera); // i thought maybe the controller loses it parent on launch - didn't work OVRInput.Update(); leftController.transform.localPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch); leftController.transform.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch); RightController.transform.localPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch); RightController.transform.localRotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTouch); }456Views0likes0CommentsGrabbing Objects with Multiple Rigidbodies in Unity
Hi folks, I am having trouble figuring out the best way to handle this situation. I am using Rift and the OCVRgrabber/grabbable scripts. In the game, the player is going to assemble an object. The “main object” has a rigidbody. Its child gameobjects are just colliders. I have had success allowing the players to attach pieces. The pieces have rigidbodies. When I attach the piece, I make it a child to the “main object”. I am having to remove the piece’s rigidbody because setting it to kinematic does not work. The piece seems to react to gravity or cause the main object to float in midair. I suspect that when the grabber grabs the main object (changing it to kinematic), it affects the rigidbody of the child. I need the rigidbody to still be attached, because I want to be able to remove the piece later. I will need to know what piece my grabber is colliding with to be able to pull it off. Is there a recommended way of having a grabbable object that has multiple rigidbodies attached? Or should I be thinking about fixed joints or a script to keep the items together without parenting?978Views0likes1CommentExpanded use of Avatars / Feature requests for Avatar SDK
I'm wondering if Oculus is planning to add new features to the Avatar SDK anytime soon? A few things that would be nice to have: 1) Make it easy to replace the mesh with a custom mesh, and/or replace the material with custom materials. 2) Make it easy to smoothly transition to and from a custom grip pose. As it is, there doesn't even appear to be a method that can be called to update the pose, I would have to access the variables directly. 3) Make it easy to isolate components of the Avatar (for example, I would like to render a hand in a position that I choose, with only the grip pose being updated by the Avatar system). I'm sure that I could hack some of these features in myself, but that does not seem ideal (it seems that any hack would need to start out by duplicating a lot of the structure that is automated by the SDK, and my hacks might break if the Avatar system is improved / changed later). Also, I bet a lot of people would find them useful. It would save us from re-inventing a lot of wheels. I found some discussion of these things already, for example: https://forums.oculus.com/developer/discussion/46944/custom-grip-pose-question If any of these are already easy to do (hopefully in a non-hacky way), I would be interested to know how people are handling them...1.4KViews0likes4CommentsHow do I use OVRHapticsClip?
I'm trying to add haptic feedback to Touch Controllers in my game but I'm completely stuck on how to do that. I've read all the documentation provided by Oculus which recommends several different methods, the most recent of which relies on playing OVRHapticsClips. My problem is that Unity freezes when trying to create any OVRHapticsClip. It doesn't just error, the entire program stops responding the same as when stuck in an infinite loop. Are there any examples of code to play haptic feedback on the Touch controllers? Or is there a limitation on the type of audioclip that can be used to create an OVRHapticsClip?Solved1.2KViews0likes1CommentVR Movement System for Oculus Touch
Hello, We at 3lbGames have build a comprehensive movement system for the Oculus Touch and have made it available at the Unity Asset Store. The best part is that our Hand-Guided Movement ModeI dramatically reduces motion sickness. Your movement follows the direction you point the controller. Point forward to go forward; point left and you drift that direction. We also included Point-and-Shoot Rotation (Button Rotation) Mode, Teleportation Mode,FPS Mode,Stick Rotation/Movement Mode,Forward-Blink Mode and a NonTouch Mode ( for Xbox controllers/remote). As a special offer to the oculus forums, we will be providing a couple of free 1/2 hour sessions on how to use the Movement System. The training will occur in Big Picture with date and time to be scheduled one we have sign ups. Please contact me at via private message to sign up. Please limit participants to 1 person per company. We would very much like feedback on the VR Movement System for Oculus Touch Asset, and we'd love to hear what people are doing with it - post below, send a private message or email us at support@3lbgames.com. https://www.assetstore.unity3d.com/en/#!/content/472921.6KViews3likes7CommentsHaptic Helper for Unity
As many of you know, we’ve had a lot of trouble with haptics and the Oculus Touch. For those of you still having trouble, or who want something a bit simpler, I’ve made this Haptic Helper. It’s a singleton that allows you to call haptics anywhere. It also includes a test mode so you can test clips and procedural haptics. Its features include: Predesigned Positive and Negative Clips Call Extra Preset Clips Convert AudioClip Directly to Haptic Generate Procedural Haptic Tone Haptic Test Mode for In-editor Sample Haptic Waveforms I’ve included a link to the project below. Any feedback would be welcome. http://3lbgames.com/haptics-helper/1.4KViews0likes5Comments