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Had an app working with hand controllers and animated "CustomHands". Suddenly the hands stopped animating and I checked the blend tree where I found all the animation references had been removed. All the hand animations had been changed to "humanoid"....no idea why. Now, I can't switch them back to generic which seems to be what they are supposed to be based on my other project where they are still functioning normally. I am working in 2020.3.20f1 and I have another project where the hands still work so I copied the animation folder with meta files over to the non working project but of course Unity instantly overwrites them and screws them up again. I am out of ideas. I also tried replacing the entire directory for "\Oculus\SampleFramework\Core\CustomHands\" but it did nothing. Anyone else seen anything like this?
Hi,I'm trying to implement Speech Recognition in my app with CoquiSTT. To work properly, this STT needs model files with .tflite and .scorer extensions. In script, I need to have a string with path to this file. So, I need to include this file in the build for Oculus Quest/Pico Neo, and then I need to know where these files are so I can access them from code.When I am working in Editor, I just put the files in some folder and access these files with Application.dataPath + <folder I put them> and it's working fine.But what about builds for gogles? How can I include some files in the .apk in the building process in a known location, so I can access it via code?I tried putting these files in Streaming Assets folder, and then access them through Application.streamingAssetsPath, but it's working only in Editor, not working in .apk builds uploded on Quest.I read about Application.persistentDataPath, which is pointing to /storage/emulated/0/Android/data/<packagename>/files, b
Unity: 2020.3.18f1 Hello, I am developing an application in Unity and running it on the Quest 2. It is initialized after Runtime with XRGeneralSettings.Instance.Manager.InitializeLoaderSync(); XRGeneralSettings.Instance.Manager.StartSubsystems();And I am am able to enter the space and move around and jump, but when I provide input through the triggers, the headset seems to crash; it fades to black and the hourglass appears forever. I have not assigned anything fancy to those inputs; I don't know why they would crash. I have android Dev set up and am usingOculus XR PluginOpenXR PluginXR Interaction ToolkitXR Plugin Management.I am also not able to exit VR smoothly; the headset crashes but the app continues to run in unity engine. Can anyone provide any guidance? I am new to VR dev.
i just download the pack for unity my thumb got twisted and even can't move can anyone tell whats happened?? i can't fix it
I'm currently developing an app that uses the Meta Avatars SDK and I have the problem that I don't have two oculus quest 2 to test and I need them because the meta avatars needs a userID to get the avatar, so I keep asking other people to help me with the testing but is really awkward. how do you usually test this things if you dont have another oculus?
Hi 🙂 I am developing with the new Interaction SDK and have been trying to map the transform and rotation of the hands to other values, but they are not updated during run time and they are always at 0, 0, 0. (The older one, which is the OVRHandPrefab, does update Vector 3 in the Inspector which outputs GameObject.transform.position dynamically). I would really appreciate it if someone could help me out with tracking the vector 3 of hands in real-time! Thank you! All the best,Chen Liu.
Hello, I managed to render the Oculus Quest2 model provided by https://developer.oculus.com/downloads/package/oculus-controller-art/ Now I wonder how to highlight the individual buttons, please provide some hint or tutorial. Thanks
Hi, I am using the new Interaction SDK for a sample project. In the right hand gameobject, the HandRayInteractor have some bunch of mono behaviours attached to it. I tried to make the hand ray interactor cursor visible all the time. Right now, the cursor is visible only when I point my hand towards an interactable object. I tried changing the "Interactive Active State" component's Property value to Everything. But it didn't work. Can anyone help?
Hi!I've tried with clean installs of Unity 2019.4.36f1 and 2020.3.30f1, both with the same issue. Failed to load OVRPlugin.dllUnityEngine.Debug:LogError (object)Unity.XR.Oculus.OculusLoader:EditorLoadOVRPlugin () (at Library/PackageCache/com.unity.xr.oculus@1.11.2/Runtime/OculusLoader.cs:237)UnityEditor.EditorAssemblies:ProcessInitializeOnLoadMethodAttributes () Same issue as: Oculus V37 OVRPlugin.dll not found issue Except that I started out with a clean install of Unity and directly with Oculus Integration V37. They say in that thread that the issue will be solved with V38, but I was wondering if anyone had found a solution that works now, until V38 is released? I am very eager to start with my new project, but can't until this is solved. Anyone managed to do something about this issue?
This question has been translated by Google Translate. I am currently working on converting a project that was developed with Oculus (OVR) as a platform to OpenXR(ex. WMR, SteamVR, Oculus, etc..). The lipsync function provided by OVR was used in the previous project, but as a result of checking Unity's OpenXR official documentation, we found that the Oculus Integration (OVR) function cannot be used when Oculus is applied as a Runtime. I want to use only the functions of the lip sync plug-in included in Oculus Integrate, is it possible to use only that plug-in in OpenXR? 😞
Hi,I am looking to build a virtual room in VR to use on my Oculus Quest 2. I would like for this room to have a big television where I can stream videos I have uploaded on my headset from my laptop. Basically like a cinema, such as you get for instance in Bigscreen. Please tell me is this possible in unity and secondly where can I find the video streaming asset in unity store, or do I need to build one from scratch?THANK YOU!!!
Carat positioning and text selection are working in Unity Editor but not in Android .apk build.It seems no click or drag events from a UI pointer inside the text field are registering. No indication of errors in the device logs.This is the same for my own project and the sample scene in Unity Oculus Integration asset: Assets/Oculus/VR/Scenes/UI.unityAnyone have this working?
Hi all,I've been using the Weelco VR Keyboard asset to do text input for operations like signing up and logging in to my company's app. After getting persistent and logical feature requests for a caret, mid-string editing, and character limits etc, I discovered InputField Component in Unity's stock UI tool set. Specifically I'm using the TextMeshPro variant, but in general I'm just wondering if anyone has been successfully working with a similar tech stack. I'm up against mashing together the TextMeshPro Input Field, with the Weelco VR Keyboard(s) and Auth system, and a custom reticle/laser pointer/event execution system. So I've got lots of little quirks to squash in my retrofit, like:the text selection behavior disabling when my reticle leaves the canvasI cannot see the caretI can't click into the string and edit it arbitrarily from the centerAnyone else built a login for your Gear/Go app that connects to some sort of account backend? What'd you use?
So i decided to use the application spacewarp on my project and then i wanted to add some Volume postprocessor effects, and modify them by code. But i can't no longer access the Volume script (yes, im using de "using UnityEngine.Rendering")I figured out that the problem was application spacewarp modifying pipelines packages, because when i access the Volume script on the project it reference an external folder (outside my project) and this folder is one on the application space warp project that you have to download from git.I read something about the assemblies, but im not very familiarizate with it.Also i tried to use the Volume on another project without spacewarp and it worked, so it must be that.Any ideas on how to get the reference to that Script on a external package?
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!
Hello, I'm using Unity 2020.3.26f1. I enabled the Oculus plugin in XR Plugin Management. Then I installed the Oculus Integration Package. What files should I add to gitignore after installing the Oculus Integration Package?
I'm using Oculus integration installed with the XR-plugin manager with Unity 2021.2.11f1The camera.stereoEnabled seems to always bee false, although GetStereoProjectionMatrix is true. Also GetStereoProjectionMatrix and GetStereoViewMatrix return always the identity matrix: if (renderingData.cameraData.xrRendering) { /* if (camera.stereoEnabled) { */ // Always false Debug.Log("Stereo enabled!"); var projLeft = camera.GetStereoProjectionMatrix(Camera.StereoscopicEye.Left); // Always identity var viewLeft = camera.GetStereoViewMatrix(Camera.StereoscopicEye.Left); // Always identity viewProjLeft = projLeft * viewLeft; Debug.Log($"viewLeft: {viewLeft}"); Debug.Log($"projLeft: {projLeft}"); Debug.Log($"viewProjLeft: {viewProjLeft}");Any idea what could be going wrong? Is this a bug or should I be getting those matrices from somewhere else? Here an easy copy and paste script that can be attached to the camera to reproduce:using System.Collections; using
Hello All, I'm trying to connect my Quest 2 to Unity for test out a small VR world. Ive used prefabs from Unity and have been following tutorials from unity throughout this process. When I go to hit the "play" button in unity, it says it cannot run play-mode "until all compiler errors has been resolved". It's over my head because to this point I've been following tutorials. Pretty lost as to where I even begin trouble shooting. Hopefully you have some advice! Thanks!
Unity forum post here: https://forum.unity.com/threads/camera-targettexture-lags-behind-main-camera.1242781/ I was investigating an issue with Camera.targetTexture not updating properly. Then, I realized it works just fine in Unity's Game screen, but not on the Quest 2. I have a main camera controlled by a TrackedPoseDriver. And a secondary camera that follows the position and rotation of the main camera, but with an offset in position.The secondary camera has a targetTexture, and I render the targetTexture on a Quad.For some reason, the targetTexture makes it look like the secondary camera is always "lagging behind" the main camera. Again, this "lagging behind" does not happen on the Game screen, only on the Quest 2's screen. When I don't move the main camera, the image is exactly what I expect to see.When I do move the main camera, the image is updated a few frames behind, effectively lagging or having a delayed response. How can I fix this so that Camer
Bonjour, Nous développons sur Unity, et notre client nous demande d'empêcher la mise en veille du casque.Le soucis est que même en mettant quelque chose sur le capteur frontal il se met quand même en veille au bout de quelques minutes (15 minutes max).Donc avez-vous une éventuelle solution pour au moins supprimer l'écran "entrer dans la VR" qui réclame la manette ?Car c'est le fait de devoir toujours prendre la manette pour revenir dans l'expérience que notre client veut supprimer.Merci par avance pour vos réponses.
My Unity game running on Quest 2 doesn't seem to respect "ZClip Off" in my shaders. Geometry rendered with this flag is still clipped in the distance. Anybody else see this? Works "correctly" on the PC.
I made VR which exist 2 balls and 1 spear. But when build and run in oqulus, these oblect are rising and disappearance.Please teace me why happen. I'm so sorry, my English is not good.
Hi. I am having an issue wher the OVRInputModule is not working with me properly when I try to use the Primary Index Trigger. I have UI elements in my game including toggles and sliders. If I use the A button, I am able to interact with these widgets successfully. However, when I use the primary index trigger, it is hit or miss whether or not my input is registered. For the "Joy Pad Click Button", I have "One" and "Primary Index Trigger" selected.I did put some breakpoints in the functionvirtual protected PointerEventData.FramePressState GetGazeButtonState()and it does seem like the pressed and released variable are toggled on and off properly when I use the A button or the trigger on the right controller. Any ideas? Thanks,John Lawrie
Hi Devs!I'm trying to capture only one video output in OBS,But Unity MRC scene always send two screens, (third person) Is there a way to only send the background camera to OBS? Any help?Thanks
Hello,I work with a Quest 2.I want to integrate a simple 360 video player app made in Unity.When I "Build & Run" the usual way, the deployment freezes when the loading bar show " Copying APK package to device '1WM.... [Quest 2]' "When I use the "Build" option and then install the apk with "adb install 'my_app.apk'" the installation goes smoothly. Same when I use the "Build & Run" from the Oculus Window from the "Oculus Integration" Asset.But then when I open the Library in the Quest 2, it immediately closes and if I try to reopen it, same thing except I get a pop-up saying the "SystemUX keeps stopping". And when I try to open the Storage menu, the pop-up says the "Oculus System Utilities keeps stopping". After that I can reboot all I want it does not change a thing, the pop-ups will always come when opening the library or storage menu. Only solution is to reinitialize the Quest 2.The app does not appear in the Oculus Link library.It is still the same after rebooting my lap
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