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Please point me into the right direction. Looking into the OVRPlugin code I can not find a way to get Hand Joint Location, seems like Oculus doesn't provide us with that data...is it correct? I can see that there is a root pose in OVRPlugin.HandState struct, but that's it. What I'm trying to do: well, I want to transfer (and convert) Oculus hand tracking data into Leap motion data format. It will give me a better way to work with hand tracking data as well as to re-use an old Leap codebase. This will also give me access to Leap Motion interaction engine on Oculus Quest.
Hi,I'm not quite sure, if this is/was already an issue, but since my Quest OS updated to version 35 and my Oculus Integration is still version 34, Hand Tracking samples do not work anymore (using Unity 2021.2 with OpenXR backend). Furthermore older projects with Unity 2020.3 (OpenXR backend enabled) don't work either, although they worked a few days ago with both, Oculus Integration and Quest OS, on V34). My assumption would be that the mismatch between Quest version and Oculus Integration is causing this. Can anybody help? Oo Best regardsMax
Hello, I have just upgraded to version 31.0 of the Oculus integration for unity 2020.3.0f1. It looks like hand tracking isn't working with the OpenXR backend. It works fine with the legacy plugin though. Does anyone else have the same issue?
I have spent hours and hours google searching and forum searching and maybe I just am not using the correct terms but I sure could use some direction. I am wanting to create an in game controller tutorial that shows the player the controllers and which buttons do what. I can not find a single resource that may show how in unity i can show the quest controllers and highlight buttons with UI popups telling what they do. I would even take a video clip of Quest 2 controller functions but I cant find anything. Any direction at all would be much appreciated.
Hi,I wanted to build Unity Project to my Oculus quest1, it was working perfectly, then I don't know what exactly happened on my headset, and when I tried to build a project into it this what I see, and I could not build any project from Unity
I am trying to write some optional data to the leaderboard using Leaderboards.WriteEntryWithSupplementaryMetrice.g. Leaderboards.WriteEntryWithSupplementaryMetric("scoreboard", Score, ExtraInfo , null, true) But when I use GetEntries() to grab the score, supplementaryMetricOptional is always null. Is there any example of this working?
hello guys,I want to make a VR game for kids to enter the game directly when the children put on the headset.I want to remove the default menu is there any way to do this?if I can not remove the main menu of quest 2 , could I make my VR game on autoplay mode?
hi ...is it possible to read specific file on Flash usb device that connected to Quest 2 with Unity?
{"error":{"message":"There is no active match associated with the room 1,362,581,287,493,862.","type":"OCApiException","code":100,"error_data":{},"error_subcode":1891323,"fbtrace_id":"ASbZIyEAZcFY6N-8_pgFxpb"}}I'm trying to implement matchmaking. I have two instances of my project running using ParrelSync. The clone project is logged in using a test user account. I pass the entitlement checks and the two users find each other and join the room. However, I don't know what to do pass this point after receiving this error.
I am making a game where the play will only walk around physically. The OVRCameraRig game object in Unity will never actually move.I have this working, but now need to trigger things when the player "gets" to a particular location in the game.Since the player is physically moving around and the OVRCameraRig isn't I can't figure out what game object to put a trigger component onto.I have a debug output mechanism that I can show the x,y,z position of whatever game object I want showing in a HUD. I have put several game objects to output that position and none of them move when the player (headset) moves around in the scene.This is an Oculus Quest.
Following this guide https://developer.oculus.com/blog/introducing-application-spacewarp/I am trying to use Application Spaceawarp (AS) in my project. From the guide it is unclear to my how you should exactly replace the URP pipeline. What I did (unsuccesfully): delete the current URP package from my projectplace the folder com.unity.render-pipelines.universal from that branch into my assets folder. What happens is that I get compilation errors for scripts inside com.unity.render-pipelines.universal, it is missing a bunch of stuff. (for example: Assets/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs(5,10): error CS0246: The type or namespace name 'GenerateHLSLAttribute' could not be found (are you missing a using directive or an assembly reference?)) When I include the URP package from the package manager, I get the message that there are duplicates. (for eaxmple: Assembly with name 'Unity.RenderPipelines.Univers
Does anyone know why the poke index doesn't follow my finger/hand genstures? I've found solutions in the past that don't seem to work with the latest oculus integration. Here's a video for reference. You can see that the interactions do work but the index doesn't necessarily follow my gestures. https://youtu.be/LuaX-gAnxn4
I was wondering if interaction SDK is included with the new SDK 34.
I have set up Unity on both my Macs. One is iMac the other MacBook Pro. Both running Big Sur latest version.My Unity projects are on a removable drive. A simple Unity test scene will be uploaded to Oculus Quest 2 in developer mode through link cable. Works great! But only on MacBook Pro. On the iMac the exact same project will compile. Oculus is connected, shows up in Build Settings dialog but nothing ever shows up in the Oculus after build is done. To add insult to injury, this HAS worked on the iMac before. Not sure if it's related but when Oculus is plugged into MacBook Pro it shows up in the USB Device Tree. Not so on the iMac (but it still shows in the Unity Build Settings). And again, it has worked before. It is the same project run from a removable drive. Developing on the larger and faster iMac would be so much better. Thanks
Hi, We are developping VR application to work as well with Oculus Quest 2 and Pico G2 4K Series. At this point, we have installed (uncheck) the Oculus XR plug-in and the PicoXR Plug-in in the Plug-in Management. When we tick only the Oculus XR plug-in, it's working correctly on the Quest 2. When we tick only the PicoXR plug-in, we have a blackscreen on the Pico headset. But when we uninstall the Oculus XR plug-in, it's working correctly on the Pico G2 4K Series.Do you have an idea why this happens? Does the Oculus XR plug-in keep trying to start on Pico even if it is uncheck? Our Unity setup : Unity 2019.4.32fPico XR plug-in : v1.2.5Oculus XR plug-in : v1.10.0XR Plug-in Management : v4.2.0 Thank you for the reply
Hi!I'm an animation student and Im working on a vr short.I am doing cassic animation with some 3D elements as the BG. I want to use the oculus while putting everything together and not go back and forth putting on the headset to see how it looks then removing it to make adaptations... the thing is that oculus requires you to create an organization to access the developer mode, and I dont know if it is something that can hurt my film (in case I wil want to send it to festivals in te future)... Is there another app (exept quill) to make VR movies that I can use? or a better way of seeing what I'm doing in unity while using the oculus? thanks!
Hello,I ve wrote first on the Unity forums and someone from Unity said that I should write here, because it's probably an integration of the plugin problem.I have a problem with Unity 2019.4.9f1, latest Oculus integration and Oculus Quest 1 with hand-tracking. I have a room-scale exprience when the user can move physically through the room around a bed and a character. The problem is that at some point, I need the user to pe placed in a specific point in the space, facing the character. I tried setting the position to that place, moving towards an object from that position, but it never translates the user to that point, but somewhere near. I need that regardless of the physical position of the player, to jump to a specific point. I am using the OVRCameraRig and I tried also with OVRPlayerController. I tried also to parent the OVRCamera to an empty gameobject and that gameobject to translate, but the result is the same. I read on the forums that the problem is that the physical movemen
i tried to use ovr teleport scripts on Quest 2 by using only hands that shown as below...but nothing happened 😕 any suggestions?
Hello.I am a student developing content in Unity using oculus quest.When I build with oculus on Unity, the location of the app cannot be found unless I plug in a computer and a wire.Is it possible to run the app without connecting the wire by putting the extracted apk file directly into the oculus local file?I am currently using playerprefs to save the app data, but the data is not loaded even if I restart the app after closing it.So, I doubt that the data is not being loaded because it is not in the oculus local file.
Hi. I am developing a Unity game for the oculus quest. I have an issue where I always get a value of (0, 0) returned when I query the value of the left thumbstick. When I query the value of the right thumbstick, I get real valuesif isLeftController is set, I have never been able to get a value other than (0, 0). If it is not set, it correctly gives me the value for my right thumbstick.if (isLeftController) { axes = OVRInput.Get(OVRInput.Axis2D.SecondaryThumbstick); } else { axes = OVRInput.Get(OVRInput.Axis2D.PrimaryThumbstick); } Any idea why this might be?ThanksJohn Lawrie
After isolating the XR rig components and consolidating the event system as a single parented prefab my XR Raycast Interactors will not move beyond the UIs when moving from scene(0) to scene(1) and the locomotion system becomes completely inoperable if I move from back from scene(1) to scene(0). Here is the in script attached to the empty GameObject parent of The XR Rig, EventSystem which contains the Event System and XRUI input module, and XR Interaction manager. I am able to use the buttons from scene to scene and the components move to the Do Not Destroy OnLoad scene as intended in the editor (see pic) however, my raycasts turn to jelly and anchor in place and wont move beyond the canvas and locomotion becomes impossible upon return to scene(0) https://www.youtube.com/watch?v=9AiwaOBUjL8 public class DontDestroy : MonoBehaviour { public static DontDestroy instance; void Start() { if (instance == null) { instance = this; DontDestroyOnLoad(this); } else { De
So I set up a script on each hand (OVRPlayerController>OVRCameraRig>TrackingSpace>Left-/RightHandAnchor) with a raycast and a line renderer showing that raycast so that you can click objects in the scene.It works find for the most part, except that it only seems to actually do the raycast when the HandTrigger button on the oculus controller is being held OR if I'm moving the controllers pretty fast. It's like it's not detecting anything or not doing the raycast unless I do those things. I've searched through my entire code, and there's no stray place where I'm taking extra input. The only thing I can think of is that some part of the oculus code is trying to be more effiicient by not calling the raycast as often as I want it to. Any ideas?
Hi, yolan What is the good pc spec for VR development?software: UnityHardware: Oculus Quest 2 I’m considering buying GIGABYTE RX 6700 XT Gaming OC video card and I am wondering NVIDIA card is better than AMD for Unity development for VR.I have 1060 GTX 60 GB right now and I want to upgrade. I prefer NVIDIA 30 series but I can’t buy those because of the scrapers and etc…I am wondering what is the con to get AMD compared to NVIDIA. Do you know?
I followed the doc: https://developer.oculus.com/documentation/unity/unity-asw/ and everything works well except for the Particle Systems, vid: https://imgur.com/a/NoPw0pV I just added a particle system to the sample scene, and changed the mesh to cube and material to Lit.
How i set up a VOIP System on the right way for quest2 online Games? We build our custom one via Disonance and its works totally fine on:PC VR (exe) PC (Desktop exe) Sideloaded Quest2 APK Only at the official dev build on Release Chanel Alpha it doesnt work Any ideas what can i do? Or what Alternative way i can use to make a good VOIP System
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