FPS not getting more then 30
How can we increase fps of oculus quest. We are using xr interaction toolkit. In empty scene with just camera i am getting 55fps max. But in any project i am getting just 30fps. I have also done normal urp setting you can go though in photos attached. I also applied occlusion culling.159Views0likes2CommentsTeleportation area doesn't work
Hi, I have issue when intending to teleport to some area in the Viking Village scene, the structure of the scene is like. I got issues when intending to teleport to terrains. It just didn't allow me to teleport to terrains even if I add teleportation area to "terrains". Could anyone offer some hints on what causes this problem?Solved853Views0likes1CommentUnity XR Interaction Toolkit: XR Simple Interactable 'Select' Event Won't Fire
I'm using Unity 2022.3.2, OpenXR Plugin 1.10.0, XR Interaction Toolkit 2.5.4. I'm trying to use the XR Simple Interactable component's 'Select Entered' event, so that when I press the trigger on the Quest Controller, something happens. Right now I'm just trying to see a debug message. But it seems like this functionality is broken in the XR Interaction Toolkit Starter Asset Sample Scene as well as my scene.. Whether it is in the Editor using the XR Device Simulator, or building the sample scene to my Quest 3 device, when I tap hover the ray from the controller over the buttons and then press the trigger or the X/Y buttons, nothing happens. I saw something about needing to add a Rigidbody to the game objects and I tried that, but still nothing. Can anyone else replicate this? Or is there something that I am missing?1.3KViews0likes0CommentsUnity Meta OpenXR does not work well with Oculus Link
We are working on a Unity MR application for the Quest 3 using the new OpenXR Meta Feature Group (Unity OpenXR: Meta | Unity OpenXR Meta | 1.0.0 (unity3d.com)), we hereby use the XR Interaction Toolkit to create an app using hand-tracking and passthrough. We made android builds, and those work fine. We are however running into 2 major issues 1. When using Android as the build platform, Oculus Link is not activated so we cannot test from editor 2. When using Windows as the build platform, Oculus Link works, but the eyes are extremely corss-eyed, and passthrough is not enabled (as its not available for windows). Is there anyway to run/test the app from the editor with passthrough? Preferably using android as the build platform? Thank you very much for any support you can provide1.2KViews1like0CommentsXR Recenter Not working in Oculus Quest 2 Unity XR interaction toolkit
Hi, I am using XR Interaction toolkit and XR Plugin for the Oculus Quest 2. I'm trying to make it so that when the user presses the "A" button on the oculus quest 2 controller, It triggers this function and resets the camera. In the attached image, the commented out code is the new and recommended way of doing it and the Uncommented one is the old/obsolete one. Both methods work perfectly when I'm testing in the Unity editor with the Oculus Headset hooked up via Oculus Live link. When I build and run it on the headset, it doesn't work. I'm not sure why this is happening. Can anyone help me please? thanks6.5KViews0likes4CommentsHow to achieve movement like "flying" in VR
Hi everyone, I have a question about the "continuous move" from the latest XR Interaction toolkit. I would like to use it in zero gravity and it works fine, but i can only move on the horizontal axis. Is there a way to add vertical movement as well? I basically want to achieve "flying", where the direction of flight is where the eyes of the headset are pointing. Or is there maybe a better way to achieve this without the XR interaction toolkit?3.1KViews1like3CommentsXR Recenter Not working in Oculus Quest 2 Unity XR interaction toolkit
Hi, I am using XR Interaction toolkit and XR Plugin for the Oculus Quest 2. I'm trying to make it so that when the user presses the "A" button on the oculus quest 2 controller, It triggers this function and resets the camera. In the attached image, the commented out code is the new and recommended way of doing it and the Uncommented one is the old/obsolete one. Both methods work perfectly when I'm testing in the Unity editor with the Oculus Headset hooked up via Oculus Live link. When I build and run it on the headset, it doesn't work. I'm not sure why this is happening. Can anyone help me please? thanks680Views0likes0Comments