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Hi there,I'm making an app that uses Hand Tracking and I want the pause menu to appear when the user does a System Gesture with their no0n-dominant hand. In the docs it says that I should "poll Button.Start" which I have tried. This works with the touch controller but not hand tracking. Anyone have luck getting this system gesture to register? I'm posting some of my code belowpublic UnityEvent onUse; void Update() { if (OVRInput.Get(Button.Start)) { Debug.Log("System Gesture"); onUse.Invoke(); } }Also here is the part of the documentation that talks about the system gesturesCheck System GesturesThe system gesture is a reserved gesture that allows users to transition to the Oculus universal menu. This behavior occurs when
Running a project with Unity v2018.4.16f1 Windows Standalone 64-bit, using VRTK and the Oculus Integration package, Oculus Utilities v1.52.0, OVRPlugin v1.52.1, SDK v1.55.0. Also has the Oculus Desktop package in at version 1.38.4, which is necessary for XR Settings>Virtual Reality Supported, but it doesn't seem to cause a conflict and behavior doesn't change if I just go delete the DLLs out of the package and restart Unity just to be sure the DLLs reloaded.I've got several leaderboards set up on the dashboard. I can call Core.Initialize with my App ID and it calls back as a success with no error. I can submit scores to the various leaderboards via Oculus.Platform.Leaderboards.WriteEntry() no problem. And when I call Oculus.Platform.Leaderboards.GetEntries() I can get each leaderboard's list of LeaderboardEntry objects, which come back with the correct rank, score, and ExtraData just fine. But each entry's User value in the list is a default struct, its values are all empty strings,
I am testing the MRC capture using the MixedRealityCapture scene but the app crashes when I connect OBS Studio. This started happening when I updated Oculus SDK from v23.1 to v35. Unity 2020.3.11f1 Legacy OVR Plugin (OpenXR plugin is not working as well) URP (10.5.0) XR Plugin Management (4.0.6) Oculus XR Plugin (1.9.1) Running on Quest 2 Version '2020.3.11f1 (99c7afb366b3)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' ABI: 'arm64'
This one is for us. Delete your fake ass VR campaign, take a hit publicly, and tell people you want to re-imagine it, and make an honest VR solution. Make a 4D environment, that starts empty at real world scale, then combine it with an app that has a dual screen, where players can see their mobile using friends as a GPS point in game camera as a panorama shot, (in collaboration with Snapchat filter technology make it real time placement, by using the effects of Flashlight from Microsoft VR). so the real world displayed right in front of the VR user is a fluid delivery. A world being painted real time by mobile users frozen to be woken up by all other users, then from there you can sell the BS you made or think is better than my idea that I freely share!You need to respect Sanskrit teachings to understand sound and data production from your mind, if you want respect in the games protection.Then in you is a safe place to incorporate every other human slave bound to this earth.Become a te
I'm currently in my final year and my final year project is to build VR game by using Unity version 2020.3.23. I'm already finish the game and using XR interaction toolkit, however I meet some problem :1) The hand of my controller disappear when run the project in unity. Before, the hand appear like usual. 2) After Build and Run the VR game in Oculus Quest 2, the controller not detected at all. However, when I testing the game in unity, it can run like usual and there's nothing error in my coding or project.Did anyone know how to solve this problem?Thanks in advance
Great news everyone! We made a Unity3D plugin that can quickly export your already developed VR app to tablets and phones. Why? 1) You can easily share your app with others who do not have VR devices, 2) In multiplayer games, users with tablets and phones can finally play along 3) You can enter an entirely new market without the hassle.The plugin is based on the XR Toolkit and automatically translates the VR inputs to touch controls. In just a few simple steps an export is generated. See it yourself in the Asset store video.Now available in the Unity Asset Store: https://assetstore.unity.com/packages/add-ons/vr-to-tablet-197026
Stack:Unity 2019.3Oculus VR IntegrationmacOS CatilinaI have a Unity scene with a VR interface composed by a Canvas (World Space coordinates) and two buttons. The canvas has attached an OVR Raycaster objects which uses a laser pointer. Overall it works well, but when I try to intercept the event produced by hovering the laser pointer on the button, I can get only the click event.I'm using the following script (attached to the button):using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.EventSystems;public class VRButton : MonoBehaviour, IPointerEnterHandler, IPointerClickHandler, ISelectHandler{ // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } public void OnPointerEnter(PointerEventData eventData) { Debug.Log("Enter!"); transform.localScale *= 1.2f; } public void OnPointerExit(PointerEventData
I'm in the process of setting up the different languages for our game. Unfortunately, I cannot find any documentation on how to get the current language setting which is set in the Oculus app. Inside of unity, I have tried checking Application.systemLanguage, but it always returns SystemLanguage.English, even if I changed the Language Preference from English (US) to Francais. For what it's worth, I set the language preference as follows: I opened the Oculus app on your computerI clicked and then selected SettingsI clicked General in the left menuThen next to Language Preference, I clicked to change the languageCould someone please direct me to the documentation or an example showing how to get the desired language?
I'm trying to query the spatial anchor in this way: OVRPlugin.SpatialEntityUuid[] uuidArr = new OVRPlugin.SpatialEntityUuid[numeroAncoreTovate]; for (int i = 0; i < numeroAncoreTovate; i++) { byte[] byteArray = AnchorHelpers.StringToUuid(ancoreSalvateStanza.anchorData[i].spaceUuid); uuidArr[i] = new OVRPlugin.SpatialEntityUuid { Value_0 = BitConverter.ToUInt64(byteArray, 0), Value_1 = BitConverter.ToUInt64(byteArray, 8) }; } var uuidInfo = new OVRPlugin.SpatialEntityFilterInfoIds { NumIds = numeroAncoreTovate, Ids = uuidArr }; var queryInfo = new OVRPlugin.SpatialEntityQueryInfo() { QueryType = OVRPlugin.SpatialEntityQueryType.Action, MaxQuerySpaces = 50, Timeout = 0, Location = OVRPlugin.SpatialEntityStorageLocation.Local, ActionType = OVRPlugin.SpatialEntityQueryActionType.Load, F
I've implemented them but no-one appears on the dashboard under Platform Services > Achievements as having achieved any. Under Data Use Checkup I have User ID and User Profile approved, and I am running the build downloaded from AppLab (I noted someone's comment that dev builds will not count in achievements to prevent cheating). The app is not yet released. Note, I have leaderboards working fine. Here is my code for unlocking achievements: public void Achievement(string _name){ if (platformInitialized) { print("OCULUS ACHIEVEMENT: " + _name); Achievements.GetAllDefinitions().OnComplete( (Message<AchievementDefinitionList> msg) => { print("OCULUS AchievementDefinitionList callback success | " + msg.Data.Count.ToString()); foreach (var achievement in m
I´m adding achievements for my game and on a build on OculusGo it doesn´t seem to log achievement yet to dev panel.Is there some condition to be met to try it out on a build. I already have platformSDK running in the back fetching player name.here´s the code that unlocks:using System.Collections;using System.Collections.Generic;using UnityEngine;using Oculus.Platform;using Oculus.Platform.Models;public class Unlocker : MonoBehaviour { public string id; // Use this for initialization void Start () { Oculus.Platform.Achievements.Unlock(id); } }Any idea?
Has anyone any idea why the avatar visualization in Mirror Scene is like this? I'm connected via Oculus link and I have this issue only with one of my Oculus Quest 2, the other I have is working fine.
The error attached is telling me I need to add my App ID to the Oculus SDK Settings, but I have already done this and have double checked and confirmed it is the correct APP ID. I gather this is caused by not having Meta's permission to use Avatars yet which I am trying to implement now? I only just submitted the request an hour or so ago so maybe I need to wait? Also, and maybe related, when I press play or run this on the Quest, it renders like the screenshot here? This is right out of the box using the Mirror test scene that comes with Meta Avatars and despite the APP ID issue above, I would have expected the local avatar to at least work. Any ideas what is going on here? Unity 2021.1.17f1 with the very latest Oculus SDK v35. Thanks ERROR Message:[ovrAvatar2 examplePlatformInit] Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'at Oculus.Platform.Core.getAppID (System.String appId) [0x00046] in C:\Unity\Into the Metaverse 1.
As the title says, Meta Avatars do not support Realtime Spot or Point Lights. They do however support Realtime Directional Lights and Light Probes, but be aware the latter will not work in titles that Additive/Async Load scenes as Light Probes are not supported. A request has been submitted to Meta to add realtime light shaders to the Meta Avatars.
Hello, Does anyone know how to grab finger data from hand tracking, specifically how fast each finger is moving? Any advice would be greatly appreciated thank you.
Heyo. I have only just started trying to make some apps for the oculus go with unity. The only tutorial I have is from back in 2018 and things have changed alot so im kinda blundering my way through it. I Keep getting the error about oculus needs the latest software update to play this app but when I check in the system settings on the oculus go its already up to date, and I see no indication of it downloading any update automatically. Could anyone point me in the direction of beginner tutorials for Unity 2021 and how to make vr apps for oculus go please? Any help would be much appreciated 🙂
Going to the new SpatialAnchor demo scene, navigating to "Create Anchor" on the UI, the pressing A to place it, produces the error. ArgumentException: An item with the same key has already been added. Key: 0 System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) (at <31c0f51ac5a24a22ba784db24f4ba023>:0) System.Collections.Generic.Dictionary`2[TKey,TValue].Add (TKey key, TValue value) (at <31c0f51ac5a24a22ba784db24f4ba023>:0) SpatialAnchorSession.tryEnableComponent (System.UInt64 anchorHandle, OVRPlugin+SpatialEntityComponentType type) (at Assets/Oculus/SampleFramework/Usage/SpatialAnchor/Scripts/SpatialAnchorSession.cs:122) SpatialAnchorSession.CreateSpatialAnchor (UnityEngine.Transform T_UnityWorld_Anchor) (at Assets/Oculus/SampleFramework/Usage/SpatialAnchor/Scripts/SpatialAnchorSession.cs:185) AnchorSpawner.PlaceAnchorAtTransform (UnityEngine.Transform transform) (at Assets/Oculu
Hi Everyone, I'm a teacher for a community college and we are trying to set up a VR program for our students. I have some experience deploying to an Oculus Quest 2, but I can't seem to figure out how to deploy to an Oculus Rift S. I have not put the device into debug mode because I'm not really sure how. When I search for directions on the internet I get a step that reads something like "Log into your cell phone app".... wait a minute, the Rift can't connect to a cell phone. It almost feels like those directions might have been for the Quest. Putting the headset into Debug mode might be the missing step. When I look at the Unity documentation, It seems like the directions for the Rift have been deleted. When I search for You Tube videos, I find videos on how to set up Unity, but not the headset it self. Plus, the videos are all dated, I'm not even sure if they are relevant anymore. Any helpful advice would be great!  
Hi, is there any option to disable de guardian system by code?
Hello, I have been trying to get the new v35 iPhone mixed reality capability working, however, I have had no luck. I'm not sure what I need to do as I have already enabled mixed reality in OVRManager and also added the following in Start(): if (!Oculus.Platform.Core.IsInitialized()){Oculus.Platform.Core.Initialize();}OVRPlugin.Media.SetPlatformInitialized();The app on the iPhone just says that mixed reality is not supported.
Hey guys, we spent half a day dealing with this one. If your Unity quality settings has Texture Quality set to Half Res the new avatars will not render. Changing to Full Res fixes this. This is something we would love to see fixed. Thanks! Unity 2020.3.4f1Oculus Integration 35.0
Hello, Im developing multi-player Unity app for oculus and i want to use the new avatar2 from meta. Is there a tutorial on the proper way of using it (coding in C#) with unity somewhere aside from the unity package examples? Thanks
I'm using the Oculus Hands demo scene for hands tracking (HandsInteractionTrainScene) and it works correctly. However when I try to replace the default hands with custom hands following the process :Disable left OVRHandPrefab Disable right OVRHandPrefab Disable Left OVRControllerPrefab Disable Right OVRControllerPrefabAdd OVRCustomHandPrefab_L OVRCustomHandPrefab_RReplace in HandsManager the default references to left and right hands prefab with the new OVRCustomHandPrefab_L & OVRCustomHandPrefab_RI can see the custom hands working fine but the FingerTipPokeTools and the RayTool do not appear and therefore I cannot interact with the Buttons or other interactables in the scene. 😡What am I missing? Please refer to the screenshots for additional details
Hi,Does anyone know what is causing this? I think it may have to do with camera clipping distance, but I have also been told it may be a shadow issue, or it could be occlusion. Does anyone have an idea?Thanks.
Currently it seems that once the SpaceWarp compatible URP fork is installed, all shaders graphs won't work anymore with the error on many nodes: `GePrevObjectToWorldMatrix`: function must return a value. Is there an easy fix for those types of errors, or is SpaceWarp not yet ready to be used with shader graph?
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