OVRSceneManager placing Volumes above floor
Hey guys, I have staged my room with the onboard software in the Quest 3's settings. This includes scanning the walls, doors, and adding in the furniture manually. Once I use the OVRSceneManager component to load said scene into Unity, I see the walls in the correct places but most of the furniture is floating above the ground, along with one of them being clipped into the floor. I have checked: -ScenePlane and SceneVolume are both barebones objects with the scripts exclusively, and one child with either a quad or cube with certain offsets applied as per the Meta docs. -No other components exist on either object like rigidbodies or extra colliders. -No additional offset is applied to the objects when spawned through their prefab or any parents in the scene. Does anyone know why this could happen or experienced it in the past? Any information helps, thank you!931Views2likes0CommentsVolume bar is shown each time you connect to an audio channel
Hi! Our team is working on a multiplayer app for Oculus Quest 2. The application has several rooms in which users communicate with each other (we use Agora Voice to connect users). Each room has its own audio channel. Connection to the audio channel occurs at the moment when the user enters the scene. After the latest Oculus Quest 2 update, a volume bar began to appear every time the user changed the audio channel. This greatly degrades the user experience. Tell me, please, is there any way to remove the volume bar when changing the audio channel? Will this problem be solved with the next update of the headset? I would be very grateful for your help! Unity version: 2021.3.16f11KViews1like1CommentHow can I use my own Volume Control? From Unity and Oculus GO.
Hi, I want to overwrite the default volume control windows that appears when the volume buttons are pressed. In "Native" I read this : "You may override automatic volume display handling if necessary by setting VRAPI_FRAME_FLAG_INHIBIT_VOLUME_LAYER as an ovrFrameParm flag." But I don't know how to use that from Unity.1.8KViews0likes3CommentsControlling the phones volume with the track pad.
Hello VR community, We are trying to use the touchpad to control the phones volume instead of using the volume buttons on the remote. Anyone know how we can accomplish this? We would like it to have the same exact functionality as the built in volume button, except it activated by the headsets touch pad. Thanks in advance!412Views0likes0CommentsHow do I disable the Volume Display?
Hi Guys, I recently submitted my app to oculus store and the rejected it. One of their reason is "Your volume buttons must adjust the volume using the VR volume UI provided by the Oculus Mobile SDK. ". For some reason, if I were to increase of decrease volume. When this UI appear, it will freeze the GearVR screen. I couldn't find any code in Unity Documentation though, or I missed it somewhere. Any way to disable the Volume UI of Android or to solve this issue? Regards, Gibbie1.9KViews0likes4CommentsMultiple files missing in the 1.3.0 Unity Utilities package
Hey Guys, I would just like to give a heads up that some files missing from the UnityPackage in the last download. As I downloaded 1.3.0-beta to check if one missing file was there, I noticed that actually three files were missing. This is the full list (these are in 1.3.0-beta but not in 1.3.0): OVR/Moonlight/Scripts/OVRVolumeControl.cs OVR/Moonlight/Scripts/Utils/OVRInputControls.cs OVR/Scripts/Utils/OVRGamepadController.cs I'm not sure if the 2nd and 3rd file are meant to be left out, but it looks like the Volume Control has been left out by accident. I've crawled internet a bit to see where to report this but it seemed this was the most suitable place. Hopefully this will reach Oculus sooner or later and will be fixed! Cheers.1.1KViews0likes2Comments