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Is there a prefab for the quest 2 controllers with hands, similar to the LocalAvatar? (LocalAvatar only renders CV1 touch controllers, as far as I can tell?
As soon as I put down the controllers, they disable themselves almost instantly. How do I turn this off, or at least bump this value up to a reasonable time? This actually makes it very difficult to debug sometimes. Here is a video of the controllers turning off right away ThanksJohn Lawrie
Hey, I'm using the Local Avatar component in my project (for Quest 2), and when I check "start with controllers" it shows the black ones (Rift I believe) instead of the Quest 2 controllers. I can't seem to find any way to change them, the Quest 2 controllers from my OVR Player Controller are shown in game but the black ones are shown too, basically double controllers. If I change the visibility in the OVR Avatar script it stops showing the black ones but than the hands are shown without controllers in them and they behave like hands with the pinch, grab, point gestures and so on.... Since the controllers are similar in shape and size and button positioning, disabling the visibility of the black ones would work great, only problem is I can't find a way to disable their visibility and keep the hands on controller functionality/ animations. I'm using Unity 🙂
Hi, We are following the hand tracking development setup steps from here:https://developer.oculus.com/documentation/unity/unity-handtracking/ It says that there should be an option called Quest Features on OVRManager. We are on the latest version of the Oculus Unity Integration (34.0) in Unity 2020.3.22 and we do not have this option in the inspector. Is there something else we need to do to make this visible?
Whether it's the microphone or Bluetooth, the user is never asked for permission and the permission is denied with don't ask again. What do I need to do? I have this in the AndroidManifest.xml<meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> Code:https://paste.ee/p/XO9Nj
Hi, I'm trying to use the start button on the left hand controller of the quest 2, but I am having trouble with it conflicting with another button on the controller. I am using the new input system and have three actions set in an action map, see the attached image. I am getting the Pause Game action coming through when I press the "start" button, but the problem is that when I press the "Y" button, I get both the Toggle Debug Console action AND the Pause Game action. I have no idea why I would get both actions triggering when the one button is pressed. My Player input is setup like this. Does anybody know why this could happen and how to get around it? Thanks
Hi all,I'm making a game for Oculus Go using Unity and everything has been working fine all week, then suddenly it started behaving very strangely.When I go Build and Run in Unity, it appears to build successfully, there are no error messages and unity says Build Successful.Then in the Oculus Go, the game appears as a non-interactive window in the place of the normal Home screen, as a floating curved window.The OS is still visible in the background and the OS menu is still visible below. The game is updating (things are moving) but I can't interact with it.I have no idea why it suddenly started doing this, everything was fine one moment then not the next. I don't recall changing any scripts in between, I definitely didn't change any player settings.I didn't even think lanching an app in a window like this was possible.Does anyone know what might be causing it and how I can get it to go back to being full screen?I have tried rebooting the Oculus Go and Unity.
I've gone through most or all of the setup procedure (with a few points of confusion.) But in the end, Unity is not showing any "Oculus" option in the top menu. What is the root cause of this? Trying to develop for Quest 2.
Oculus now provides the ability to map out your couch/chair & desk through their guardian system.Is it possible to read the position & scale of the couch & desk guardians through Unity/C# to use within an app?e.g positioning a couch/desk game object based on these guardian properties.
I’m trying to modify the demo ‘Room’ scene.I have added a text mesh pro object and a new script to a ‘grabbable’.problem: editing OVRGrabber to include TMProor, reference the new script parametersboth result in compilation errors mentioning the ‘namespace’ or assembly language problemssince I’m not messing around in assembly language, I assume this is a namespace issue that can be resolved using something like:- using namespace something-I-can’t-figure-out- or something akin to putting std:: in front of the offending call appreciate the help, thanks
I want to open a window by grabbing it and pulling open up and down. How can I constrain the movement of the window using the Oculus's Unity package?
Hi, I am setting up the hand tracking and not the controller. I added OVRGrabber to OVRHandPrefab and I have Sphere Collider, and Rigidbody. I also added OVRGrababble in the Cube. I can move around the cube with the hand but I cannot grab the cube. How can I grab an object? Is there any good tutorial for this? Thank you!
When I import Oculus Integration and then import Oculus via XR Management in a new 2020.2 project I get the following error:GUID [a57801270cf689244b48012cf9db1713] for asset 'Packages/com.unity.xr.oculus/Runtime/Android/arm64/libAudioPluginOculusSpatializer.so' conflicts with: 'Assets/Oculus/Spatializer/Plugins/Android/libs/arm64-v8a/libAudioPluginOculusSpatializer.so' (current owner)We can't assign a new GUID because the asset is in an immutable folder. The asset will be ignored.Think this is a bug that needs to be solved, so we don't have to pick one of the files and delete the other.
Looks like ASW is now available. https://developer.oculus.com/downloads/package/unity-integration/34.0/ I am going to play with today and see what performance gains I get and what artifacts prestn themselves.
I did a search and have not seen anyone else post about an issue I am having so allow me to share as I surely cannot be the only one. I am getting the follow error every time I build to the Quest in Unity 2021.2.1f1. It started when I added a splash screen image under the XR Plug-In Management settings for Oculus. To get around the issue, just follow the path where it is copying too and delete the vr_splash.png file before each build. Unsure why this is happening, but hoping it gets addressed soon. Will log it as a bug.
Hello Quest Devs, I am hoping someone here can shed some light on an issue that popped up in Unity 2021.1.24f1 after I upgraded to the latest Oculus Integration version 33.0. When I build I get the following 2 errors that I was not getting just prior to the 33.0 update. Any ideas? The "package.xml" file referring too in the first error does not exist even during the build. I also ran a full stack trace for the second error and no further insights were gained. I feel like these 2 errors are caused by somehting else entirely. Did I miss a step when I updated to 33.0? Thank you Error 1:> Configure project :launcherWARNING: The option setting 'android.enableR8=false' is deprecated.It will be removed in version 5.0 of the Android Gradle plugin.You will no longer be able to disable R8Exception while marshalling C:\Program Files\Unity\Hub\Editor\2021.1.24f1\Editor\Data\PlaybackEngines\AndroidPlayer\SDK\build-tools\30.0.2\package.xml. Probably th
I went from 25 minutes to build in 2020.x to 2 hours in 2021.x. Have others had a similar experience? I read that you can do an incemental build by selecting "append" in the build settings, but I have no such option in 2021.1.1f1 (was a post from 2015). What are others finding?
So I use unity's older input mapping and it worked fine for years, but now all of a suddon, pressing the y button also registers the menu button as being pressed. Pressing the menu button does not register the y button as pressed though. So when Input.GetButtonDown("Y") returns true, Input.GetButtonDown("Menu") always returns true too! Very annoying! anyone have any clue about this?
Very excited about seeing the latest updates to the oculus including voice commands and voice dictation. I'm curious to know whether or not or (hopefully when) these commands might become available for use within the Oculus Integration package or if it is being considered. I would very much like to use it as part of my projects.
We implemented the System Splash feature and it works well, but I am able to render before the System Splash has faded out. The docs say it goes away with the first rendered frame from the game, but this isn't the behavior I'm seeing. They overlap for a second or more. The first rendering I do is from a very lightweight scene that is specifically designed to put up a splash screen as quickly as possible. Also, there may be some synchronous operations going on during the first few frames of my app's splash screen. Does anybody at Oculus have ideas for me here? Is there a way I can query for when the System Splash has faded out?
I had to add this in order to work correctly:Can you fix it in the Oculus asset?Thanks.
I have recently invested a few days trying to get my Oculus Working with my Unity project. I have downloaded all of the packages and made sure all action scripts were in the proper variables. I am having issues trying to get my oculus connected or detected by Unity. My PC picks it up because I get a message about allowing Data information to get accessed but I don't get anything about linking it to my computer. Do I necessarily need to have an Oculus Quest 2 Link Cable in order for this to work? I have a USB to USB-C which I am currently using. But seems to not do that trick. If I can please get some proper direction or resources to this, it would be great. I am trying to get into VR development and this is an important blocker.
Hi folks, I'm trying to build a basic XR app for Oculus Quest 2 with a Unity 3D project. The app gets built and runs successfully, but gets run in 2D(kind of like the Oculus Browser/Events/TV) as opposed to entering VR. This behavior is not consistently reproducible but happens sometimes. Any ideas as to what could be causing this or how to get more predictable behavior?I'm using an Intel Macbook Pro, Unity 2020.3.21f1 with 3D template. I have XR Interaction Toolkit, XR PLugin management and Oculus XR Plugin installed.Build Settings -> API level 23 or higher
As per title: can I avoid creating a script for just enabling this option?I can't find it explicitly in the OVRManager.The only thing that could look like it are the parameters Min Render Scale and Max Render Scale, but I suspect they affect the global rendering scale.I'm wondering why this option wasn't put in the script interface.
Hello Beautifull people,my name is Rico and i had a question.i have the basics worked out for my manual player height changing, but because the Camera is an active changing object i was wondering if there was a way i could freeze the object with code while we change the height and save it and not let it override when its unfrozen. so when the camera is 1.55cm and i want it to be 1.68cm so i have to add 13 cm's i want to change that with my UI i made and add it to the existing Y axis of the camera and when i unfreeze the camera i want it to stay like that and not shoot back to 1.55cm. is there a way to do this or is their a simpler way to do this? im like 90% done with what i want to do with it but this is the last stuggle. P.s i am using tracked pose driver on my camera.
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