Job Simulator- Perception neuron
Good morning developers staff. I've some questions I would like to ask you. I've both Oculus Cv1 and Job Simulator software. I still have to buy Oculus touch: -I don't consider it a reliable hardware for Jacob Nielsen checklists-. I'm wondering if perception neuron would be better for hands tracking in Vr Job simulator. I've in fact saw that Job Simulator has been developed with Unity, compatible thing with Perception neuron, which has compatibility for Unity. Does someone knows if Perception should works with Job Simulator? I'm asking this cause Job Simulator staff said me, they don't supply support for -any- peripheral -at all-. They also said me that they provide support only for Official commercial technologies -Oculus Cv1, Oculus touch and Htc-Vive-. Does anyone could help me to understand if Job simulator and Perception would works together? what should be the reason of these answers? . In case they should works, could someone tell me the procedure steps to make them works together? Thank you again for the attention. Best regards. Nicolo' Zago27KViews0likes16Comments(Unity) OVRPlayerController- How to get OVRPlayerController to move with OVRCameraRig
I'm working off the standard OVRPlayerController, which has an OVRCameraRig as its child. This is a game where I need thumbstick locomotion (which the OVRPlayerControllerProvides), but I also need roomscale movement. In other words, I need to make sure that when the player moves physically, his in game avatar should also move. Currently whats happening is that when the player moves physically, the OVRcameraRig moves with him, but the parent OVRPlayerContoller does not move. This is an issue because I need my OVRPlayerController to move with my player at all times for proper collision tracking and targeting by Hostile AI. What is the best way to achieve this? Iv'e tried a few ways to make it work but wondering what the cleanest solution is. I'll also need hand tracking for this game. Perhaps I should simply use the AvatarSDK standard avatar and make it a child of a Character Controller for thumb stick movement? thanks for the help!21KViews1like11CommentsOVRHeadsetEmulator doesn't move the view in the Game panel
Hello, I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. Am I missing something? Has anyone else encountered this? Thank you kindly.18KViews3likes26CommentsAbout Meta XR Simulator not showing up
Hello everyone, has anyone tried Meta XR Simulator successfully? I am a unity beginner. Everything I did was according to the official documentation, and although the program does not report errors, it also does not give me the interface presented in its documentation. I updated Oculus Integration to v50.0 and it didn't help. Does anyone have the same problem as me? I look forward to your answer. Thank you! Documentation URL: Use Meta XR Simulator to Speed Up Unity OpenXR Development Iteration | Oculus DevelopersSolved17KViews3likes12CommentsError 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!16KViews0likes33CommentsTesting without wearing headset?
Hi, I have a quest 2 headset and I'm learning to make a vr project in unity, but every time I make a change and want to test it I have to * put on the headset * and set up guardian boundaries again because it lost the guardian * and go back into oculus link * then take off the headset to click on the play button in unity * then put the headset back on * and then when I use Debug.Log to print debug messages to help me test and debug I have to take the headset off again to see the log messages in unity. Is it possible to do a large portion of my development and testing without putting the headset on my head, just having it connected? Does every developer who is developing vr projects have the same issue? Has anyone figured workarounds for these issues? I can't imagine I'm the only person this is an issue for, or am I doing it wrong? thank you!Solved14KViews2likes11CommentsUnity game frequenly launches to black screen
Hi, I am experiencing an intermittent problem with an Oculus Quest game that I am developing. When I encounter this problem, I am unable to do any development in the editor. I am using Oculus Link to quickly iterate. Essentially, when I launch the game, sometimes my game will only load into a black screen instead of showing my level. Previously, this problem would happen about 30% of the time, and I would somehow be able to work around the problem by rebooting my Quest, restarting Unity, unplugging and replugging in my Quest, rebooting my computer, etc. Usually, I can eventually get around this issue, but lately, it is happening more and more and I am having a much harder time getting past this issue. Sometimes I will try for 30 minutes and not be able to get past this. I'm currently using Unity 2021.1.5f1, though I have been encountering this issue with the last several versions of Unity, going back probably about a year. Initially, I was using a Quest 1. I just purchased a Quest 2 which came with a different link cable. However, the problem happens with my Quest 1 and Quest 2, using the original cable or the new cable. Also, I have the same problem when using Air Link with my new Quest 2. On my PC, I'm currently running the Oculus App version 28.0.0.222.469 though I'm sure it has happened on previous versions as well, as this app is set to auto-update. When I use the Oculus Link cable, I hear the USB connect and disconnect sound happen several times when I try to run in the editor. These are the same sounds I hear when I plugin or unplug the link cable. When I run with Air Link, I don't hear these USB connection and disconnection sounds. Any ideas on how I can fix this issue? I have included the log files for a successful and unsuccessful run. I have also included a video for a successful and unsuccessful run. (My level is all blue and contains nothing. I have to click on the Oculus button to bring up a dialog box that allows me to select options before I generate the world.) I have also encountered this issue when loading other scenes, not just my game. I'm including an example of this happening with the DistanceGrab example scene. When this issue happens, I see in the Quest that it is launching a Unity App. However, it will launch to an all-black screen. This issue is severely affecting my ability to develop. Any help is greatly appreciated. Thanks in advance John Lawrie The first link is a link to the DistanceGrab failing https://drive.google.com/file/d/148D4RyTrxWvkaiuApHGGraDoGlR8p6oE/view?usp=sharing This second link is a link to when my level fails to display https://drive.google.com/file/d/1CNYx9clV_Sr3nzVgnhipSB3s6o7NeykE/view?usp=sharing This third link is a link to when my level does manage to load https://drive.google.com/file/d/1XMIBgtFSXxc12TWp0W-CcxIujOsDMUyW/view?usp=sharing This is the log from when my level failed to load. Failed to set DeveloperMode on Start. UnityEngine.Debug:LogError (object) Unity.XR.Oculus.Development:OverrideDeveloperModeStart () (at Library/PackageCache/com.unity.xr.oculus@1.9.0/Runtime/OculusDevelopment.cs:39) Unity.XR.Oculus.OculusLoader:Start () (at Library/PackageCache/com.unity.xr.oculus@1.9.0/Runtime/OculusLoader.cs:182) UnityEngine.XR.Management.XRGeneralSettings:AttemptStartXRSDKOnBeforeSplashScreen () (at Library/PackageCache/com.unity.xr.management@4.0.1/Runtime/XRGeneralSettings.cs:158) Unity v2021.1.5f1, Oculus Utilities v1.51.0, OVRPlugin v1.51.1, SDK v1.60.0. UnityEngine.Debug:Log (object) OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1161) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1313) SystemHeadset Oculus_Link_Quest UnityEngine.Debug:Log (object) OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1166) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1313) TcpListener started. Local endpoint: 0.0.0.0:32419 UnityEngine.Debug:LogFormat (string,object[]) OVRNetwork/OVRNetworkTcpServer:StartListening (int) (at Assets/Oculus/VR/Scripts/Util/OVRNetwork.cs:99) OVRSystemPerfMetrics/OVRSystemPerfMetricsTcpServer:OnEnable () (at Assets/Oculus/VR/Scripts/Util/OVRSystemPerfMetrics.cs:190) UnityEngine.GameObject:AddComponent<OVRSystemPerfMetrics/OVRSystemPerfMetricsTcpServer> () OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1279) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1313) [OVRNetworkTcpServer] Start Listening on port 32419 UnityEngine.Debug:LogFormat (string,object[]) OVRNetwork/OVRNetworkTcpServer:StartListening (int) (at Assets/Oculus/VR/Scripts/Util/OVRNetwork.cs:111) OVRSystemPerfMetrics/OVRSystemPerfMetricsTcpServer:OnEnable () (at Assets/Oculus/VR/Scripts/Util/OVRSystemPerfMetrics.cs:190) UnityEngine.GameObject:AddComponent<OVRSystemPerfMetrics/OVRSystemPerfMetricsTcpServer> () OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1279) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1313) [OVRManager] OnApplicationPause(false) [OVRManager] OnApplicationFocus(true) OVRControllerHelp: Active controller type: QuestAndRiftS for product Quest OVRControllerHelp: Active controller type: QuestAndRiftS for product Quest The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level. [OVRManager] HMDAcquired event -------------------- [OVRManager] VrFocusAcquired event [OVRManager] InputFocusLost event [OVRManager] VrFocusLost event [OVRManager] OnApplicationFocus(false) This is the log from a time when my level loaded successfully. Failed to set DeveloperMode on Start. UnityEngine.Debug:LogError (object) Unity.XR.Oculus.Development:OverrideDeveloperModeStart () (at Library/PackageCache/com.unity.xr.oculus@1.9.0/Runtime/OculusDevelopment.cs:39) Unity.XR.Oculus.OculusLoader:Start () (at Library/PackageCache/com.unity.xr.oculus@1.9.0/Runtime/OculusLoader.cs:182) UnityEngine.XR.Management.XRGeneralSettings:AttemptStartXRSDKOnBeforeSplashScreen () (at Library/PackageCache/com.unity.xr.management@4.0.1/Runtime/XRGeneralSettings.cs:158) Unity v2021.1.5f1, Oculus Utilities v1.51.0, OVRPlugin v1.51.1, SDK v1.60.0. UnityEngine.Debug:Log (object) OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1161) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1313) SystemHeadset Oculus_Link_Quest UnityEngine.Debug:Log (object) OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1166) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1313) TcpListener started. Local endpoint: 0.0.0.0:32419 UnityEngine.Debug:LogFormat (string,object[]) OVRNetwork/OVRNetworkTcpServer:StartListening (int) (at Assets/Oculus/VR/Scripts/Util/OVRNetwork.cs:99) OVRSystemPerfMetrics/OVRSystemPerfMetricsTcpServer:OnEnable () (at Assets/Oculus/VR/Scripts/Util/OVRSystemPerfMetrics.cs:190) UnityEngine.GameObject:AddComponent<OVRSystemPerfMetrics/OVRSystemPerfMetricsTcpServer> () OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1279) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1313) [OVRNetworkTcpServer] Start Listening on port 32419 UnityEngine.Debug:LogFormat (string,object[]) OVRNetwork/OVRNetworkTcpServer:StartListening (int) (at Assets/Oculus/VR/Scripts/Util/OVRNetwork.cs:111) OVRSystemPerfMetrics/OVRSystemPerfMetricsTcpServer:OnEnable () (at Assets/Oculus/VR/Scripts/Util/OVRSystemPerfMetrics.cs:190) UnityEngine.GameObject:AddComponent<OVRSystemPerfMetrics/OVRSystemPerfMetricsTcpServer> () OVRManager:InitOVRManager () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1279) OVRManager:Awake () (at Assets/Oculus/VR/Scripts/OVRManager.cs:1313) [OVRManager] OnApplicationPause(false) [OVRManager] OnApplicationFocus(true) OVRControllerHelp: Active controller type: QuestAndRiftS for product Quest OVRControllerHelp: Active controller type: QuestAndRiftS for product Quest The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level. [OVRManager] HMDAcquired event -------------------- [OVRManager] HMDMounted event [OVRManager] VrFocusAcquired event [OVRManager] InputFocusLost event [OVRManager] InputFocusAcquired event [OVRManager] TrackingAcquired event Canvas does not have an event camera attached. Attaching OVRCameraRig.centerEyeAnchor as default. [Singleton] Using instance already created: ConquestUIManager Canvas does not have an event camera attached. Attaching OVRCameraRig.centerEyeAnchor as default. [Singleton] Using instance already created: FPSCalculator [OVRManager] HMDUnmounted event [OVRManager] VrFocusLost event [OVRManager] TrackingLost event [OVRManager] TrackingAcquired event [Singleton] Using instance already created: Cursor [Singleton] Using instance already created: UIScalerSolved14KViews0likes5Comments[Hand Tracking] New Oculus Start Button
Hello, With the last update 17, i've noticed that there's now the start button showing within the left hand, like the right hand do with the oculus button. I've also noticed that Waltz of The Wizards use this button to trigger a Menu Settings. My question is : Which script is managing this new button ? I searched OVRHand.cs but didn't found anything. I also tried the OVRInput like i would do if i want to code the start button with the Touch Controller but it didn't seem to work. I want to use this feauture to create a Menu for my game, but didn't find any documentation about it so far. Do someone have found where he is generated in Unity and how we can customize it ? Have a good day everyone13KViews4likes24CommentsMeta Avatars 2 Lipsync - PUN 2 & Photon Voice issue!
Dear Devs, I'm struggling with problem since a week. I use PUN 2 and Photon Voice to bring Meta Avatars 2 in a multiplayer environment. Below are my issues, 1. When there is no Photon Voice setup in the scene, the Meta Avatars lipsync works perfect in the Photon multiplayer room. 2. When I add the Photon Voice to the prefab and setup the scene with Photon Voice Network, only the voice is there the Meta Avatars lipsync does not work. I understand there is a race condition happening between these two plugins. Please kindly help me resolve if anyone has already resolved such problem. This thread can help other devs as well in the future. Thanks!Solved12KViews1like29CommentsQuest Only Renders Right Eye
Context: I recently upgraded to Unity (2020.3.30f1). I am using Oculus XR Plugin (1.11.2) and XR Plugin Management (4.2.1). I am using OpenGLES3 Graphics API, Multi Pass Stereo Rendering Mode, using the Default Render Pipeline. Issue: My build appears to render the right eye correctly. However, the left eye appears to show a single color sampled from somewhere on the display. As I turn my head I can see various colors from the scene in my left eye. It's as if my left eye were magnified down onto a single pixel. This issue even occurs during Unity's initial loading splash screen, before the scene's OVR Camera is even enabled. It also occurs in my custom made splash scene before the main scene loads. If I walk to the edge of my chaperone guardian I can see the boundaries with both eyes. If I open the Oculus menu I see it with both eyes. No errors in the editor. No errors in the build. I've removed Post Processing V2 from my Plugin Manager and anything dependent on it. I have tried changing to Multiview (Single Pass) stereo rendering, but then nothing renders in either eye. I have also tried enabling "Use Per Eye Cameras". No dice. I noticed this was not an issue when I switched to using OpenXR. However OpenXR does not support hand tracking to my knowledge, which it a critical necessity for my project. If anyone has had issues similar to this I'm open to suggestions.12KViews4likes10Comments