Virtual Reality SDK Oculus failed to initialize.
Hello, as you have seen in the title I'm having problems to Initialize the Oculus Rift SDK in Unity. I'm working in an app for samsung Gear VR. the versions I'm using are these: Unity 2017.3.1f1 ovr_unity_utilities_1.24.0 OVRPlatformSDK_v1.24.0 ovr_avatar_sdk_1.24.0 I'm following the instructions marked in this guide : https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/ When I put play in my game the following messages appear in my console: -Virtual Reality SDK Oculus failed to initialize. Attempting to enable None instead. -Unity v2017.3.1f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0. UnityEngine.Debug:Log(Object) OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904) The first one appears as a warning and the second one appears as a message. Also, I've put the 'Gear VR App Id' number in the 'OculusPlatformSettings' and these errors still appearing. I've made every step from 'Create an App' to 'Configuring Your App for Local Development', but I get stuck in the 'Initialize the SDK and Perform the Entitlement Check' step, basicly that step asked me to create a script for initialize the SDK with my appID but I have no idea how to use it, or if I have to use it. I created a script like this: using UnityEngine; using Oculus.Platform; public class AppEntitlementCheck: MonoBehaviour { void Awake () { try { Core.AsyncInitialize(); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } catch(UnityException e) { Debug.LogError("Platform failed to initialize due to exception."); Debug.LogException(e); // Immediately quit the application. UnityEngine.Application.Quit(); } } void GetEntitlementCallback (Message msg) { if (msg.IsError) { Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); } else { Debug.Log("You are entitled to use this app."); } } } Could you explain to me why these error still appearing and if there's a solution? I'll give thanks to everyone who support me in this topic. :smile:36KViews0likes44CommentsAccessing 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: Solved24KViews2likes17CommentsError when loading in Oculus Utilities for Unity
Hi, When I load in the Oculus Utilities for Unity, I immediately have an error in one of the scripts which reads "Assets/Oculus/VR/Scripts/OVRPlugin.cs(2876,18): error CS0103: The name `OVRP_1_15_0' does not exist in the current context" How can I deal with this error? Is there a way to locate OVRP or is that no longer a part of the oculus utilities? Thank You!16KViews0likes33CommentsVR.WaitForGPU killing performance in Unity3D. Very difficult to profile other issues. Video Example
Here is a video showing what the issue is https://youtu.be/n5ngEzZSKH0 I'm trying to release an update to Vanguard V but perforance has become a real issue. The game runs at 150fps on my laptop but the framerate tanks when I touch the Oculus headset. I get these nasty yellow spikes and the FPS tanks to the 50s, even on my desktop (980 GTX TI). I then created a new scene with nothing but a camera and the default Directional Light. The framerate goes into the 800s until I touch the headset. It then tanks again to 90-100fps. This is an empty scene. Now, if this is by "design" it has made it very difficult to isolate any real issues in the profiler. Any help would be great. Unity 5.5.1f1 and observed in Unity 5.5.2 as well Windows 10 x6414KViews0likes13CommentsBlack lines and flashing screen
While working on a new update for our game Wands, we stumbled upon this new bug on Quest where the screen flickers and black lines appear on screen. I would share a video but apparently I can't post links yet. Due to a tight schedule I figured I might ask here if anyone has ever encountered an issue like this before and if you have any solutions for it. Since the last update to Wands we've switched to Il2CPP and Arm64 architecture, we're developing in Unity 2017 (LTS) with OVRPlugin version 1.48. Attached is a log from the encounter. Thank you! /Hannes13KViews1like2Commentsproblem with unity build and Quest
Hello, I was trying to test how to import a unity build on oculus quest and i encountered an infinite loading screen problem. -activate developer mode in my oculus quest settings -make a simple scene with a camera, light and a cube to observe in unity 2019.1.6f1. -import oculus integration package on the asset store -in build setting, select android, switch platform and add open scene to the scene in build -in player setting > other setting select Android4.4 'KitKat' -in player setting > XR setting, activate virtual reality supported and select oculus -in oculus > platform > edit setting, i added the application id of my app and then when i hit the build and run button, unity answer me with a build succesful message but the oculus quest is stuck in a black screen with the loading white dots. I tested different fix found around internet (like delete vulkan API) but none of them seems to work, if someone has an idea of how to solve this problem i would be very grateful. thanks13KViews1like8Comments[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?10KViews16likes35Commentshands not showing up with LocalAvator Unity
I'm using LocalAvatar -> AvatarGrabberLeft Oculus Quest Unity 2019.1.12f1 Oculus Integration 1.39 I can grab objects but my hands are like invisible. I'm new to unity Oculus Quest development. I created a brand new project with just 1 cube so I can grab it. Initially I can't even grab the objects. I did Tools -> Remove AndroidManifest.xml and then create Store compatible AndroidManifest.xml. I tried the AvatarGrab Scene that has built in Oculus cubes and I still can't see my own 2 hands. I can still grab stuff pretending I have an invisible hand. Anyone know a fix?9.8KViews0likes16CommentsUnity Editor freezing on window-focus changes in OculusVR 1.17
While Oculus VR Runtime Service is running (in Windows Services), changing focus between Editor windows in any Unity project is followed by a 4-10 second freeze of all input. The sessions appear to be affected regardless size/complexity/version, as I tested on 3 different versions with 3 different active projects and 3 new empty projects (6 total tests) It seems to only be when you change between windows in the Unity Editor. If you stay in one window, it's able to run smoothly. Are there any solutions out there to this? It's as close to blocking as a blocker can be. It may also be related to the latest Windows 10 update, since I received both between sessions of Unity work. But, if I stop OVR Runtime Service, it works like a dream. Thanks for the help!9.8KViews1like43CommentsOVRInput.GetUp not working correctly in Unity 2017.2 with GearVR Controller
So, I seem to have encountered an issue in Unity 2017.2 with Oculus Utilities v 1.18.1. Calling OVRInput.GetUp(OVRInput.Button.PrimaryIndexTrigger) does not return true when releasing the trigger on a GearVR Controller. I wrote the following code to test this: void Update () { if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) { r1.material.color = Color.red; } if (OVRInput.GetUp(OVRInput.Button.PrimaryIndexTrigger)) { r1.material.color = Color.white; } if (OVRInput.GetDown(OVRInput.Button.PrimaryTouchpad)) { r2.material.color = Color.red; } if (OVRInput.GetUp(OVRInput.Button.PrimaryTouchpad)) { r2.material.color = Color.white; } if (OVRInput.GetDown(OVRInput.Button.Back)) { r3.material.color = Color.red; } if (OVRInput.GetUp(OVRInput.Button.Back)) { r3.material.color = Color.white; } } The Primary Touchpad and Back button work appropriately when the GetUp and GetDown functions are called, and GetDown works with the Trigger, but GetUp is just not working. I tried this same code in 2017.1 and it works fine.9.4KViews0likes23Comments