[Feature Request] Edit in Play Mode for Oculus Quest in Unity
I've been building an application for Go until recently, but after trying the Quest am seriously considering changing my platform because of the 6DoF. My Go development process so far has been like this: I use a Rift hooked up to my PC to do most of my Unity development (because of the perk of editing in play mode), then build to the Quest and make sure my build is bug-free before pushing it to my main branch. What I'm wondering is if we'll ever be able to use the Quest hooked directly up to Unity instead of needing to use the Rift for that purpose. Do other people want this feature?10KViews16likes35Comments[v13-15] Editor crashes on play after upgrading Oculus Integration.
I just updated Oculus Integration to v13 and found Unity editor crashes with hand tracking. What I did is make a new project and a new scene, add setup some necessary stuff such as importing Oculus Integration, and add OVRCameraRig to the scene as well as OVRHandPrefab and OVRControllerPrefab as children of the hand anchors. Finally, change the platform to Android and set OVRManager's Hand Tracking Support to "Controller And Hands". Then I hit play and it crashed. I tried Unity 2019.2.9f1 and 2019.3.0f6 but both didn't work. The HandTest scene worked successfully just once, and at that time my scene worked too. But after rebooting It didn't work again. I don't know why. Anyone knows the solution? By the way I am using Oculus Quest and Oculus Link.4.4KViews4likes14CommentsMissing scripts/broken references on prefabs in Oculus Interaction 46
Inside the following prefabs: Assets/Oculus/SampleFramework/Usage/Prefabs/UIOverlay.prefab Assets/Oculus/SampleFramework/Usage/DistanceGrab/Prefabs/DistanceGrabSquirtGunPf.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Couch.prefab Assets/Oculus/SampleFramework/Usage/SceneManager/Prefabs/Desk.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/3rd Person Controller.prefab Assets/Oculus/Spatializer/scenes/Standard Assets/Character Controllers/First Person Controller.prefab1.5KViews3likes1CommentLeaderboard Entries Working But User IDs Are Blank
Running a project with Unity v2018.4.16f1 Windows Standalone 64-bit, using VRTK and the Oculus Integration package, Oculus Utilities v1.52.0, OVRPlugin v1.52.1, SDK v1.55.0. Also has the Oculus Desktop package in at version 1.38.4, which is necessary for XR Settings>Virtual Reality Supported, but it doesn't seem to cause a conflict and behavior doesn't change if I just go delete the DLLs out of the package and restart Unity just to be sure the DLLs reloaded. I've got several leaderboards set up on the dashboard. I can call Core.Initialize with my App ID and it calls back as a success with no error. I can submit scores to the various leaderboards via Oculus.Platform.Leaderboards.WriteEntry() no problem. And when I call Oculus.Platform.Leaderboards.GetEntries() I can get each leaderboard's list of LeaderboardEntry objects, which come back with the correct rank, score, and ExtraData just fine. But each entry's User value in the list is a default struct, its values are all empty strings, zeroed out, or null. This lets me display the leaderboards, but none of the usernames on those leaderboards. I can't even check to see whether the user's own ID is on there because they're all 0s. There are no errors in the log related to this. Any ideas how to debug this? Is there some setting on the dashboard I missed?3.2KViews3likes6CommentsOculus Unity VR Starter Kit Released :)
https://www.assetstore.unity3d.com/en/#!/content/10333 The Oculus VR Starter Kit Has Been Released!! This package gives you a solid Framework to run around in your VR Environment and Interact with Objects. I wrote this for my students in the VR classes I teach, originally. The goal was to get students past the technical stuff quickly so they could go straight to telling their stories. Now in a couple of minutes they can walk around and use objects in their environment. Also in the past, with supplied scripts, there were problems with memory issues in Unity. By writing all the code myself, I was able to remove all these issues. And of Course, Since this code is constantly being used in both Class and Production Environments, It will always be updated with new features. I hope people Enjoy the kit and I look forward to seeing all the cool stuff people make with it. More NFO Here: https://grfxman.artstation.com/projects/8830n9.4KViews3likes59CommentsOculus Quest 1 Rendering Glitch In Left Eye
Hello, I am currently developing a Unity Game for Oculus Quest. Game has been in development for about a year now but I am experiencing a new issue. In the left eye, its seems like some materials just get shifted and skewed suddenly, flashing in and out of place. Everything renders fine in my right eye. This only exists in one scene, everywhere else the game runs fine. When I first observed this issue, I was also experiencing poor framerate, so I figured they were related. I have now optimized the scene to have decent framerate (still more work to be done) but I am still experiencing this same glitching problem. Here is a video of the issue (sorry for the poor quality): https:// youtu. be/ 8VEjHfAopSs (Won't let me post links so just remove the spaces) Has anyone experienced this before? I'm hoping to find an answer towards what is happening and how to prevent it. I was expecting it to be tied to the framerate, but this issue seems to persist even as the framerate gets better. I have plans to continue improving the framerate, but I will be in a bad situation if I get the framerate up to standard and still have this problem to solve. This is Unity 2020.1 using URP. Rendering with multiview setting for Oculus Quest. Using Unity XR and Oculus SDK from package manager. Issue does not occur on Quest 2. Any help, questions, or ideas would be greatly appreciated. Thanks everyone!2.1KViews2likes2CommentsHand Tracking with Oculus Link
Soo, I know you're able to use hand-tracking in the Unity editor via Oculus Link, but how come you're not able to use hand tracking with a build targetted for windows? It's clearly possible considering you can have hand tracking in the editor, surely this is not something Oculus would not want developers to be able to utilise? I'm currently working on a project where a user is on the PC, whilst another user is using the Oculus Quest 2 (to save networking) and they can interact with each other, but hand-tracking is also needed in this project and I'm not sure there's any way around it other than having to network a sideloaded application on the Quest 2... Any suggestions?1.3KViews2likes1CommentOculus Integration's GetLoggedInUser() returns user ID = 0
We use Oculus Integration to source the user's ID, but we observe problematic responses for specific user account's responses from the Oculus SDK. The implementation itself is minimal to present the issue: Users.GetLoggedInUser().OnComplete(delegate (Message<User> message){ user = message.Data; }); For multiple accounts we would test against internally, which previously worked, we now receive a user with ID = 0, both in Unity Editor and on new and previous builds of the project where they once worked correctly. These accounts on Oculus PC have matching Oculus Quest accounts which do continue to work as intended. Has this been observed by others? The problem appears to have arose in the last few months.3.3KViews2likes1CommentDo ASW and ATW use the depth buffer from the last rendered frame
Developing for an Oculus Quest using Unity 2019.1.8f1 and OVR Android 1.36.0. I'm trying to make a portal effect using a RenderTexture applied to a quad; however, when I play this on the device, the wall that the RenderTexture is displayed on jitters. When I test the scene in the player, the texture is perfectly aligned, so I was wondering if Asynchronous Time- or Space-warp are causing this jitter because the depth buffer shows a wall while the color channels show other geometry (e.g. a hallway). If this is the problem, is there a way to "fake" the depth buffer by overwriting it with the depth buffer from the RenderTexture? Or, in the worst case, disable ATW or ASW?972Views2likes1CommentAccessing local files
Hi all, I'm looking to store video files locally on the Quest and access them from the apk through their file path. To be clear, I'm trying to access the internal storage on the Quest via an installed apk. This would be a video stored in the movies folder or something similar that can be viewed inside the Quest through the Gallery. I am aware that the file path of the apk is available and looks something like /storage/emulated/0/Android/data/com.company.name/files but this is not what I need. I am aware of obb expansion files but we are simply using too many external files to fit inside the size constraints of an apk + obb (approx. 7GB). This app will not be pushed to the store either so I'm not worried about any of those constraints, we will hopefully be using the enterprise edition. Any help would be greatly appreciated! EDIT: Solved24KViews2likes17Comments