How to disable Quest recentering in Unity XR 2019.3?
Previously we could just call `ovrp_SetReorientHMDOnControllerRecenter(false);`, and set the tracking level to stage, but using the XR Plugin workflow, it looks like even though this method returns true, it's not honored, and the recenter will still teleport you manually. The comments layout why you would want to disable it: > /// If true, the Reset View in the universal menu will cause the pose to be reset. This should generally be > /// enabled for applications with a stationary position in the virtual world and will allow the View Reset > /// command to place the person back to a predefined location (such as a cockpit seat). > /// Set this to false if you have a locomotion system because resetting the view would effectively teleport > /// the player to potentially invalid locations. Also, `ovrp_GetAppShouldRecenter()` seems to always return false, even during a recentering operation. So I have no idea why AllowRecenter used to work on the Quest, but the calls appear to not be working now, in 2019.3. So, in 2019.3, using the new XR Plugin system -- how can I disable location recentering, so that the player can't use it to teleport behind walls, etc.?7.7KViews1like5CommentsOculus Not Appearing Under "Run Device" in Build Settings
I'm on step 9 of trying to use Oculus in Unity development. The oculus is supposed to appear under Run Devices but its not there. Yes my device is in developer mode already. I am using a USB3 cable. I have allowed debugging and allowed the computer to access files on my Oculus. WHat should I do ? https:// developer.oculus.com/documentation/unity/unity-enable-device/4.8KViews0likes4CommentsHow 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?3.1KViews1like3CommentsAnnouncing the XR Accessibility Project on Github
Hi Oculus developers. The XR Access Initiative and XR Association have created a new resource for XR developers: the XR Accessibility Project! This Github repository is intended as a place for developers to find helpful guidelines and code snippets to create accessible XR applications. We're hoping that the XR Accessibility Project is able to grow over time, as more developers utilize it and submit the resources they use. We encourage you to take a look, and if you think of something that would be useful for other developers, submit it using the contribution form. You can also submit other comments by creating an issue on Github. We know it's hard enough to develop for XR platforms, let alone to do so accessibly; but we hope this resource will help make sure everyone, regardless of ability, can enjoy the great applications you're making. Best, Dylan Fox Coordination and Engagement Team Lead, XR Access2.5KViews1like2CommentsXR Interaction Toolkit Locomotion Up and Down
Hello, I am trying to implement a 3D Movement (Forward/Backward, Turn left/right, Up/Down)with XR Interaction Toolkit. For Forward and Backward and Turning around, it works easy with XRI Default Input Actions. But the Up/Down Movement doesn't work. Does anybody has a solution? Actually I setup my aircraft, for Left Controller Joy Stick (Up/Down Movement) for Forward/backward and Right Controller Joy Stick (Left/Right Movement) for turning around. I want to setup for Right Controller Joy Stick (Up/Down Movement) for Up/Down in the 3D area. In the Continuous Move Provider script, I tried to change the Forward Source other than main Camera but the Transform remains always the same. Thanks in Advance!2.2KViews1like2CommentsDllNotFoundException: OculusXRPlugin
I'm have a problem on running my game right from Unity on my linked Oculus Quest. When I'm hitting the Play-Button I get the following Error: DllNotFoundException: OculusXRPlugin Unity.XR.Oculus.OculusLoader.Initialize () (at Library/PackageCache/com.unity.xr.oculus@1.3.4/Runtime/OculusLoader.cs:103) UnityEngine.XR.Management.XRManagerSettings.InitializeLoaderSync () (at Library/PackageCache/com.unity.xr.management@3.2.12/Runtime/XRManagerSettings.cs:169) UnityEngine.XR.Management.XRGeneralSettings.InitXRSDK () (at Library/PackageCache/com.unity.xr.management@3.2.12/Runtime/XRGeneralSettings.cs:175) UnityEngine.XR.Management.XRGeneralSettings.AttemptInitializeXRSDKOnLoad () (at Library/PackageCache/com.unity.xr.management@3.2.12/Runtime/XRGeneralSettings.cs:148) But when I'm looking into my Library/PackageCache/com.unity.xr.oculus@1.3.4/Runtime/x64 the OculusXRPlugin.dll is there. I'm using: MacOS 10.15.5 Unity 2019.4.01f OculusXRPlugin 1.3.4 (but already tried the 1.3.1, 1.3.3 and 1.4.0)2.1KViews0likes2CommentsHand Tracking menu ruins game play
The first thing people do with hand tracking is look at their hands. The second thing they do is touch their fingers. Then Quest shuts down the game; because that's the hand gesture Meta chose as an 'escape' key. I encourage players to see/feel their hands in the experience because it is so much more enjoyable and immersive. Literally the entire point of mixed reality. This menu punishes all that fun with a distracting, overly sensitive button that apparently cannot be disabled. But can it be delayed? Ideally, the icon would not appear until after touching (and holding) thumb/finger together for 2 seconds, then become active (similar to holding controller's menu button down to reset view). I understand Quest "needs" an escape gesture, but not if it constantly interrupts everything. Anyone else dealing with this? Found another solution or workaround?2KViews5likes6CommentsQuest 2 controllers don't render anymore
I've updated Oculus Integration to version 25.0 and SteamVR to version 2.7.3 (sdk 1.14.15). Now everytime I use the [CameraRig] and OVRCameraRig prefabs, the controllers won't show up, neither map the corresponding inputs. Also, I think there was a recent update for Quest 2. Before all of that, controllers were working normally. At first, I thought it was an issue with my project, but since it also happens in a new clean one, I'm almost sure it has to be a plugin issue.1.9KViews0likes2CommentsMultiple Quest2 for education on same account
Is it possible to have 20-25 pieces of quest2 connected to the same account for teaching VR-development. The classroom setup is 25-30 gaming desktops preinstalled with Unity and oculus software. I want a solution, in which the students enter the classroom and makes an unity account. After that they should be ready to connect via link and develop their first game. So far a lot of time has been wasted on seting up the heasdseats. If another student has locked the headset, they first have to reset the headset etc. Maybe someone can suggest a better soultion?1.8KViews0likes1CommentFPS is gradually decreasing on Quest 2
I'm working on a multiplayer vr app for quest 2. There is a starting scene and a common room scene where all players join. Movement around the stage is carried out using teleportation. The player is represented by XR Origin component with XR Controller components. I noticed that after some time in the application, FPS drops. After about 10-15 minutes, FPS drops from original 72 to 45 - 50, and is no longer restored. Even going to the starting scene does not help, and only restarting the application helps to return the fps to the original 72. Running the app in host mode doesn't help either. The profiler shows that the resource consumption of the EarlyUpdate.XRUpdate method is increasing more and more, but I can not understand what this is connected with. I would really appreciate your help in solving this problem! Unity version: 2021.2.6.f1 Oculus XR Plugin: 1.11.3 XR Plugin Management: 4.2.11.4KViews2likes1Comment