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Hello, has anyone created mixed reality with oculus rift s, and unity? I'm using the MRC scene from the Oculus libraries, but it's a bit confusing to set up an external camera. In OBS I get the two cameras, but I have not been able to divide the image as it is done with quest 2. I also follow this videohttps://www.youtube.com/watch?v=p1c8D_l0upI Any advice would be helpful Thanks
Hey everyone! I'm just starting diving into VR and I really like new Interaction SDK. I noticed, that Oculus SDK only renders properly with built-in renderer.I read numerous times that built-in renderer is legacy and URP should be used instead.So maybe someone can help me trying to understand:1. Is it still okay to use built-in renderer for Quest 2 projects?2. If not, how can I convert hand shader ("Interaction/OculusHand") to URP?
Using unity 2021.0.6b I believe. Upgrading to 2021.10 to see if that helps. Then next ill try loweing vulkan below openGL in settings. It's weird. My custom splash screen that shows title that covers the whole screen is fine when it starts then once that's gone the view is like 50 tiny screens of the same camera view. It's fine when viewing in playmode. On build it does this though. I did a build a while back and it was fine then. Not sure what the deal is. Tried ARM64 and ARM7. Using XR plug in. Quest 2. Using vrsideloader for the moment, that shouldn't matter though it's what I used last time I did a build that had worked.
never mind.
Unity 2021.s.10f is complaining about missing OVRPlugin.dll. When using oculus driver in plugin management will cause crash when playing from editor. Builds work okay. Workaround us OpenXR, however this does not work well with OVR scripts like camera rig or char controller.XR Plugin v4.2.1Oculus XR v1.11.2
With the old Oculus integration I have been applying an adjustment to the OVRCameraRig camera field of views to handle a zoom function. Simulating something like the player using binoculars.I've upgraded to Unity 5.2.1 but if I switch to using the built-in integration with the OVR utilities, there doesn't seem to be a way to adjust the camera FoV as it is readonly and bound to the optics of the headset.How can I implement camera zoom with the new integration?ThanksJules
Hi, on unity the app crashes after 6 LoadScene.SceneManager.LoadScene(CostantsOfGame.startScene, LoadSceneMode.Single);Unity version 2019.4.27f.Anyone can help me?
I'm trying to call Directory.EnumerateFiles on "storage/emulated/0/Android". In unity I calledif (!Permission.HasUserAuthorizedPermission(Permission.ExternalStorageRead)) { Permission.RequestUserPermission(Permission.ExternalStorageRead); }And then the permissions window appeared and I hit allow. Yet when I call EnumerateFiles, I'm told "IOException: Permission Denied"
Oculus QuestUnity 2019.3.0f6Oculus Android 2.38.6Calling SceneManager.LoadScene(levelName) to change scene will crash on device while it is working fine in the editor. I have tried with a full path and with the index, it always crashes. I have opened the APK, under assets/bin/Data, I see sharedassets0.resource and sharedassets1.resource which I am guessing are my 2 scenes that are stored in the APK.Am I missing something obvious, some extra step that I am unaware of when trying to load a scene from a Quest?Here is the Console Log:--------- beginning of crash01-30 00:47:19.855 712 22100 F libc : Fatal signal 6 (SIGABRT), code -6 in tid 22100 (Mapper0)01-30 00:47:21.104 22116 22116 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***01-30 00:47:21.104 22116 22116 F DEBUG : Build fingerprint: 'oculus/vr_monterey/monterey:7.1.1/NGI77B/434260.5710.0:user/release-keys'01-30 00:47:21.104 22116 22116 F DEBUG : Revisio
Hey,Recently I have moved a project over from using the Oculus SDK to XR foundation and the requisite Oculus package. An issue we have noticed is that the color correction that used to be applied via the OVRProjectConfig (via the OVRManager in the inspector) is no longer present. Details on this can be found on the Oculus 'Set Specific Color Space in Unity' page. Snippet below.This results in a redish, pinkish tinge and an oversaturated look on the Oculus platform by default when compared to the editor and other platforms.Digging through the available functions and accompanying documentation I have found the Unity.XR.Oculus.Utils.SetColorScaleAndOffset(Vec4, Vec4) function that appears to allow for color correction. Is it possible to achieve the correct color balance using this function and is there any awareness of this issue and any suggestion of a workaround?Thanks!
When running a dev build of my app built with Unity on the GO, I get the following error through the logs after the platform is initialized:The user isn't signed in or their account state wasn't in a recoverable state.I am signed in on the device, but not sure how to sign out to refresh the token if that's required, without factory resetting. Does anyone how to fix this?This also causes the following error when attempting to get user data: {"error":{"message":"Invalid OAuth 2.0 Access Token","type":"OCApiException","code":190,"error_data":[],"fbtrace_id":"AdktSl4ek+I"}}
Unity 2020.3.27f1Oculus Integration 37.0Oculus Desktop App 37.0.0.79.109Windows 10Using Link Cable CPU: i7-12700kRAM: 32GBGPU: Geforce GTX 1080Ti Create New ProjectFollowed all instructions on: https://developer.oculus.com/documentation/unity/unity-conf-settings/ Problem:Testing any of the new Interaction Scenes through Unity Play mode create severe "ghost trail" artifacts. Building and deploying the APK to the device works fine. There appears to be an issue with the scenes themselves, possibly a shader or light issue? The settings I'm using are: Rendering: NonePixel Light Count: 1Texture Quality: Full ResAnisotropic Textures: Per TextureAnti-Aliasing: 4x Multi SamplingSoft Particles: UncheckedRealtime Reflection Probes: CheckedBillboards Face Camera Position: Checked
I was wondering if it was something that is implemented in the API or if it is something that we have to handle on our side.
Hi, I have played with new Interaction SDK and it is looking great,but there seems to be a problem when hands are touching each other.I am moving both hands on second picture!Left hands freeze until I separate my hands...Any suggestion how to fix this behavour?
I was able to successfully use the ApplyStreamData(bytes []) method locally to transfer body and lipsync tracking data from one avatar to another. Thererfore I thought it would be simple to repeat this process using Photon as a means to transfer the data to an avatar remotely. For some reason it's not working. I've followed the data being received and passed through ApplyStreamData(bytes []). After that all the right functions within the SDK seem to be getting called and I get no errors. However, the arms and lips of my avatar are still not moving! Has anyone else ran into this problem? For context I'm testing with an Oculus Quest 2 and the UnityEditor. Here is the receiving side of my code for reference: List<byte[]> m_streamedDataList = new List<byte[]>(); //Tracking Data bytes are recieved here [PunRPC] public void RecieveStreamData(byte [] bytes) { m_streamedDataList.Add(bytes); } //Runs through data list every frame
I'd like to be able to hide an avatar and then re-enable it later without incurring the penalty of reloading the asset. There is a "hidden" property on the SampleAvatarEntity script but this is somewhat inconvenient because there may be other scripts attached to the avatar. It would be most useful to be able to disable the game object altogether but doing this triggers an error in AvatarLODManager.cs:483 (when the game object is disabled, the GetComponentInParent<>() call returns null and this is not checked). OvrAvatarManager is very tightly coupled to the avatar instances and it's not clear how to safely disable/enable. Has anyone found a strategy that works?
I've been trying to set up a system in my PvP game to have users be able to group up and queue up for battle as a team, and I thought that I would be able to set this up using the Oculus Group Presence APIs, but the more I read the documentation (outlined here https://developer.oculus.com/documentation/unity/ps-platform-intro/), the more confused I get. I was hoping to use the Invite to App feature (outlined here https://developer.oculus.com/documentation/unity/ps-invite/) to allow players to group up with their Oculus friends and then move them to a separate Unity scene where they can be queued up for matchmaking together. However, I'm having trouble figuring out which classes and functions to use for many of these actions because the documentation refers to a number of different group structures, some of which aren't explicitly explained, and others which don't have any details about their implementation. Basically, my question is this: what is the difference betw
Hi,I'm making a game for oculus rift,I followed this great tutorial,it works in the editor,but the raycast doesn't work as executable,anyone else had this problem? https://www.youtube.com/watch?v=8fT478uopco
SOLVED: You all will not believe the issue especially since I could find any mention of this anywhere. It was the skyboxes. I had skyboxes in many scenes (due to duplicating some of them during their creation) and while they do not change the sky in the Player or on the Quest when you async load the scene (which I am really unsure why) they must still have an impact in the load process, especially for heavier scenes that are already pushing the Quest. To fix, I "Set Active Scene" for each scene and then deleted it's skybox as I already set them elsewhere with code in strategic spots in my title. Once I did that all went back to perfect 72FPS without a single hiccup. This explains why creating a new scene and copying the contents of an offending scene fixed the issue as a new scene has the default skybox which is a much lighter skybox than my others ones. This is also why when I created that fresh scene another scene would start acting up as the 2 scene share
Hello, I am pretty new to all of this. I recently developed a simple game in VR, but whenever I press the play button in the Unity editor to test the game, the screen in my VR headset lags uncontrollably. Is this normal? I know that my laptops specs are more than good enough for game design, so it shouldn't be because of that. Could it be that game testing normally pretty laggy, and doing it through Oculus link is augmenting the severity of the lag? If so, will the game be less laggy when actually published? Thanks all!
Recently, we have been encountering significant problems that we are struggling to resolve.Elven Assassin on Oculus Quest 1/2 stops rendering new frames during gameplay and after some time it throws players to Oculus Home. From our research, it seems that this is caused by deadlocks on the GPU.Here is the error code from Adreno-GSL that we are getting: 0x400c0907Interestingly, the problem does not occur on all devices, but when it occurs, it is always on the same ones. In the attachment, you will find a fragment of the crash log for you to see. Does anyone know what can cause such deadlocks?
Hi! I'm new here! 🙂 I need to create a game for Oculus Quest that allows the users to preselect the eye (right or left) and turn off one display (or at least paint it black) and create the monocular vision. How can I do that in Unity? Thank you so much!
I just attempted to upgrade to Unity 2020.1.17f1 along with XR management 3.2.17 and Oculus XR Plugin 1.6.1. I'm still using the old Oculus camera rig setup, but just trying to get out ahead of deprecation. I ran into some issues which took me quite a while to figure out - specifically that HMDmounted / unmounted events were not fired, and that OVRManager.GetBoundaryConfigured always returns false (I chased this one all the way back to the .dll). I'm sure that there are a bunch of other things that no longer work, but after finding these I threw my hands up and went back to 2019.4 + the deprecated XR system. Has anyone else ran into this? Does anybody know if this will get fixed?
Is there a problem with visual quality?
Hey there, so I created a small isle using a Unity-Terrain object and Unity Water4Example (Advanced). Nothing to fancy, but I noticed some annoying stuttering issues most noticeable in the Terrain texture and the horizon. My frame rate was at stable 75fps. After hours of testing and reading in the Forums I finally figured that the Terrain was causing all that trouble.I just rebuild the base of my isle in my favorite 3D-App and disabled the Terrain. Everything works perfectly fine now.Is that a known issue? Maybe its system specific, but I thought it might be interesting for some of you experiencing that stuttering (lagging behind).
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