Hand Tracking Bone Position
I need to be able to access the hand tracking bone ID data and save it for offline analysis. I have seen that it can be retrieved from the hand information as an OVRSkeleton list but I would like to extract that information to use later on. So, I need to be able to read and store all the hand position data in a Unity scene... Anyone has been able to do it? I hope someone can help me out here... Thanks 🙂1.7KViews1like0CommentsApplication ID
I want to develop an app on Unity, and it requires an Application ID Now I don't have one, but it seems I need to fill out a store application with a pitch and all to get one Thing is, I'm doing this to PRACTICE my coding, not so much to PUBLISH right away, I'm an amateur on a good day, and just plain inexperienced every other day Do I NEED the Application ID, and if so, am I going about this wrong, or is the ID for Publishing purposes only591Views0likes0CommentsApplication Not Showing in Android Launcher after build and Run or Install from APK
Application not showing in launcher after build and run from Unity or Installed using the APK file .. It runs but if I close the application its not showes in the launcher. Unity overrides the manifest file ...1.4KViews0likes5CommentsGetting an "Unable to open archive file" error
Hello, hope someone could help. I'm working on a Oculus Quest project where we need video files to be placed in an asset bundle which will be read from later. I've been following the "Tech Note: Expansion File with Unity" guide (you'll have to search this up as I'm unable to post links) I managed to build my asset bundles and unity is building them as obb files. I've transferred the apk and obb files over via adb. Currently I've hardcoded the bundle directory instead of using the suggested method of using the provided plugin; I wasn't sure where to place the java file and I was getting a java exception via logcat (presumably the app can't seem to execute the java file?). The Unity application loads fine; it's a scene with a ScrollRect that should get populated with the video file names that's stored in the asset bundle. However the issue is the ScrollRect doesn't get populated, and the I'm seeing an message via logcat: "unable to open archive file" and "Failed to load asset-bundle". The directory that the first error message provided is correct as I've double checked the file names. I've tried changing the compression method for my AssetBundle creation script to UncompressedAssetBundle and ForceRebuildAssetBundle as someone in the comment section suggested but that didn't seem to work either. So has anyone encountered this similar problem? Is there guide still accurate in terms of loading assets from an asset bundle? One thing to note is that when I view the headset directory with the windows explorer I can't seem to find the obb file in the Android/obb/ directory of the headset; are apk and obb files that get copied over via adb set to be hidden when trying to view them through explorer? Also I'm not sure if this is important, but I skipped the making a plugin bit under the "Read Permission" section; I wasn't able to get a Android Studio project working, but also I got the impression that I could do without it. I was able to view the manifest and ensured that I had the READ_EXTERNAL_STORAGE set. Thanks2.6KViews0likes0CommentsNot sure why OVRGrabber script is not working correctly with customhands??
The problem is that the hands are offset way ahead of the player and tracking is with opposite hands I am using customhand left and right. both parent transform and player are set to OVRCameraRig and OVRPlayerController respectively.Solved1.5KViews0likes2CommentsOculus GO Permission screen shows package name instead of game name
Hi, I have sideloaded an apk file of my game that has an ALPHA on the oculus release channel. My game has Oculus Avatars, so there will be a permission page asking if "This [game name] can access your microphone". The problem is the [game name] is showing my package name instead of my game name. How do I change it so it will show the game name?2.2KViews0likes9CommentsOculus 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/8830n8.7KViews3likes59CommentsOptimizing Unity Showroom or .fbx 3D Models
I'm trying to build a showroom for my .fbx 3D models with Unity. My problem is that my files are way too big. I have almost no problem putting 18x 10MB 3D Files into my VR-Room but with 2x 50MB Files it gets shaky and laggy. Furthermore I have models which are 250MB big. I already changed the Quality and Texture Compression (ASTC) in Unity. The models are built with "Autodesk Inventor" and rendered with "Keyshot". My questions: - Are there more settings in Unity which could help me optimizing my Application? (I'm no Unity expert so I dont know the settings in detail) - Are there better options to build my 3D Models? - Which size/polygon count would be optimal for many 3D models in one room? - Would it be possible to stream the app from my PC to the oculus quest? - Any other tips? Thank you very much in advance!509Views0likes0Comments