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Hi,We are working on a Oculus Rift title using the Unity XR Plugin framework and the XR Interaction toolkit. For handling Oculus VRC requirements, we're using the Oculus SDK as well with the OVRManager present in the scene along with the XR Prefab.However, our app has failed a couple of requirements in the VRC requirements checklist.1. VRC.PC.Functional.3 - Single player apps must pause when the user removes the HMD or opens Dash.2. VRC.PC.Input.1 - The apps must not submit frames or accept input when the user removes the HMD or opens the dash.The code that checks whether the dash is open or the HMD is removed is given below. We are using the OVRManager.hasInputFocus and OVRManager.hasVRFocus to detect whether the Oculus VR device has focus or not.[SerializeField] private List<XRController> controllers = null;public XRRig CameraRig;public GameObject fadeSphere;public static bool isPaused = false;private void Update(){//Dash open or headset not on head.if (!OVRManager.hasInputFocu
As you can see in the video I have to get quite close to the Screens to be able to read the text. I don't know what causes this flickering but when I get back to the normal distance then all the text gets constantly cut into parts. I don't know a better way to describe it.Probably I just messed up some settings in Unity but I try to make this small program for me now for at least 2 months and I just can't find a solution.I know that it should be possible to read the text at that size because I can read it in Virtual Desktop (but that only support 1 monitor, and I can't modify the world how I would like it.)So if ANYONE has ANY ideas, please tell me.I'm quite desperate because I think it would be really cool but I can't get it to work.I even tried to render my full HD monitors at 4k with DSR
When implementing the instant runtime splash screen there is a problem with how the splash image is processed which causing the image to be overexposed on the Quest. The first image below is how it should look, the second is how it appears on the Quest. The problem seems to be that you can't save a PNG as an HDR image which means when the splash goes through the ASTC conversion the brightness levels, etc get messed up. It works fine for a black and white images (e.g. the oculus logo), but if you have a color image you'll get similar results. I think it has something to do with gamma vs linear color space. As a workaround I've switched to a black and white image, but if anyone has another solution I'd like to hear it How it should look (uncompressed)How it appears on the Quest
My left hand that i want to use for avatars left hand is just a [-1, 1, 1] scaled right hand. The right hand tracking and posing works as expected but i just couln't get it work for left hand in this situation. Any suggestions?
I found in Horizon Workrooms it has UI elements that looks Oculus native which is pretty cool. However making UI in Unity3d requires customization to achieve this style. I believe Oculus provide some API or UI library so we can directly integrate these UI into our game projects, but I do not find any. Is there anyway to use some unity package or SDK to use Oculus native UI?
Wondering if there's a way that the shared depth buffer can be ignored for use with OVRoverlay? Its great for use with dash but not so great when using overlays for things like load screens where you want to always be on top of any geometry (ex: fading out screen, popping in load screen overlay texture)
Hey all. I'm playing around with App SW and it seems pretty nice, the only thing is that whenever I move my character with the joystick, there's a ton of distortion. Also if I get moved by being hit with a physics object, there's a lot of distortion as well. I'm currently using the OVRCameraRig, and a simple script to move the player with the joystick using Rigidbody.MovePosition. Is this a limitation of App SW, or am I just doing something wrong? If I move by moving the headset, everything is fine, just moving the camera by other means seems to cause distortion. I assume maybe there's an issue that generated motion vectors don't take this into account? I'm not very good at shader manipulation, currently just using the fork and default shaders mentioned in the docs.
Hi, I think this is a recent issue - having updated to the latest Oculus Integration package. Typically I dig into the examples and extract the PlayerController from the Locomotion SampleFramework. Thank you for having this! Helps me immensely to quickly drop a player controller into a new scene for simple exploration of a space.My issue recently is that either the teleportation or the player character doesn't make contact with the surface I'm teleporting onto. It seems to also happen within the example scene. My guess is there's an issue with 'Character Camera Constraint' script, attached to the PlayerController. Height Offset/ Minimum Height/ Maximum Height.Anyone else experienced this and know of a solution?
Ejjeurgeu
1. How do I get the 3D coordinates of the helmet inside the game zone, i.e. calculate where it is on this plane?2. How do I calculate the distance to all four walls of the game zone, or to the wall the helmet is facing?3. What is the accuracy and frequency of coordinate measurement?4. How to get the coordinates of the controllers within the game zone.5. How to get the coordinates of the controllers relative to the helmet.6. I threw the controller in the corner of the game zone and turned away, i.e. it is no longer in the line of sight of the helmet cameras, what happens to the coordinates of the controller?Thank you!
Hi! I have a weird problem. All of the sudden my project won't build and run, and the Oculus Developer Hub won't open. I have tried uninstalling and re-installing several times, but all it will do is open as a white panel and never load. Strangely enough, I can build and run in another Unity project fine, but every time I build and run in my other project, Unity crashes. I reset a few of the previous settings, Unity gives me one error, which isD/************************************************************************************ Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved. Licensed under the Oculus Utilities SDK License Version 1.31 (the "License"); you may not use the Utilities SDK except in compliance with the License, which is provided at the time of installation or download, or which otherwise accompanies this software in either electronic or hard copy form. You may obtain a copy of the License at https://developer
SDK : Oculus Integration v33Unity : 2019.4.15f1 I'm using a system keyboard to use the unity input field There is a problem that InputFocusAcquired is not called when the outside of the keyboard or the close button is pressed.OVRPlugin.hasInputFocus does not seem to changeWhich part should I check to solve?
Hi all,I'm developing an app that supports hand tracking but in one scene I want that hands are tracked but completely hidden. Currently, I disabled the OVRMeshRenderer and hands aren't visible, but when the palm is facing the HMD appear a circle icon/marker close to the real hand position (see photo below).Is it possible to hide this marker?Thank you in advance
Hello, i tried the passthrough api and i want to mirror or invert the passthrough image. So if i move the right hand i want it to look like im moving my left hand. I was able to achieve this effect with the Pico Neo 2 because there the passthrough image is rendered to a render texture and i only had to negate the x axis of the render texture. Is it possible on the Quest 2? I would really like to use the features which are provided by the passthrough api but it is no option if i can not mirror the image. Thanks in advance,Max
is it possible to use Quest 2 Handtracking feature without using SDK on unity 2021.2?
Getting GUIs working for VR in Unity seems to be a big cause of pain for people getting started. It is definitely something that needs to be simplified, so I went ahead and created a package to do just that. VRGUI should have you making GUIs in no time. Here is how it works:1. First you need to import the VRGUI package into your project.2. Now you need to create a script for your GUI that extends from VRGUI and implements the OnVRGUI method:public class ExampleMenu : VRGUI { public override void OnVRGUI() { GUILayout.BeginArea(new Rect(0f, 0f, Screen.width, Screen.height)); if (GUILayout.Button("Click Me!")) { doSomething(); } GUILayout.EndArea(); }}3. Now you need to add this script as a component of your player: - You can attach it to the camera and it will follow your eyes, or - You can attach it to your player controller and it will follow your player4. You can choose to have the GUI displayed on a flat surface or a curved surface (the "Use Curved Surface" field)5. You
hi ...i tried to use URP 12.1.2 + Vulkan with unity 2021.2.5 but got completely black screen on Quest 2 [v33]!!any ideas?thanks.
Hi All, I am working on one Oculus project in that I am getting the following issue : The OVRPlayerController is not moving with OVRCameraRig. I am using the Unity version(2019.4.15f1) and OVRPlugin version (1.66.0).I have added the CharacterCameraConstraint script to my OVRPlayerController but still I am getting the same issue. Can anyone tell me how I can move the OVRPlayerController and OVRCameraRig together? Thanks in advance.
I've tried numerous Unity versions and hand tracking seem to not work. The sample scene with the trains appears to not recognize hands at all. I have hands in the main menu tracking find and if I flip my hand over I can get the oculus menu gesture to work but nothing from Unity (Link cable or on device) seems to work. It appears that the manifest is also reporting the proper entry for hand tracking. I'm stumped.
When I import the Oculus integration asset, code completion for the OVRInput namespace does not work ("the name OVRInput does not exist in the current context" in Visual Studio). Yet I can play and build just fine. It's almost as if the Visual Studio solution at the root of the project is not the same as the one Unity uses to build. Is there a way to fix this?
At first I was all-about making a VR multiplayer game, however there are certain parts that would not work well in VR at all. What is the easiest way to build a game with 2D or 3D rooms that transition into VR? Is it even possible to do it seamlessly? Or are there apps and programs already dedicated to this that I haven't been able to find? Or would it be better to buy Unreal? Thanks in advance.
As the title says, I am getting a completely black/blank screen when I build to my Quest after I updated the Oculus Integration to 33.0 and Unity to 2021.21.f1. I have selected OpenXR under XR Plug-in Management, made sure the Oculus Quest Support was checked off in the OpenXR options and also made ran from the drop down menu Oculus -> Tools -> OpenXR -> and choose Switch to OVRPlugin with OpenXR Backend. I am getting no errors, just blackness. Not even the Unity Logo is appearing. Have others gotten these versions to work together? Has anyone else moved to OpenXR for their Quest?
The title says it. In a "3D" project, to which I have added oculus XR settings, I delete both OVRGrabber and the rigid body from the left and right hands. Some piece of Oculus code, running who knows where, keeps putting a Rigidbody and OVRGrabber component on each of the hands. I've looked around a lot. I made sure I did NOT use the "VR" template when starting this project fresh. What code is adding the unwanted components? And how do I destroy it?
I'm following along with the "Build Your First VR App" Tutorial, and I'm running into an issue where an array that I created called "WallMaterial" in a Script is blank uneditable. The code for the script and an image of the inspector are below. Does anyone have a solution? Is it a bug in the Unity version? I am using Unity 2021.2.5 for Mac. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class ColorController : MonoBehaviour { public Material[] wallMaterial; Renderer rend; //Appears in the Inspector view from where you can assign the textbox public Text displayText; // Start is called before the first frame update void Start() { //Assigns the component's renderer instance rend = GetComponent<Renderer>(); rend.enabled = true; displayText.text = ""; } //Called when the ball collides with the wall private void OnCollisionEnter(Collision c
I am wondering if this passthrough api from v31 SDK work for PC VR unity app using Rift-S or Quest2 via link or is it limited to Quest app?
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