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Hi!In my game I have a few quads with the video player component on them. They are all playing different videos at the same time but when I start the game on the Oculus Quest it is as if all players are playing all clip at the same time as the quads are flickering between all clips. They are working fine in play mode in the editor and in a windows build. Has anyone else had this problem before or knows how to fix it?Here is a video of it: https://youtu.be/qYay41Kqxlc
Hello,I was just wondering if there are plans to create Avatar shaders which are compatible with Unity's Lightweight Render Pipeline in the near future?Currently they render in pink as they are not compatible. We make frequent use of the LWRP VR as the advantages help a lot performance wise, however this stops us from using the Avatar resources in apps which we would prefer to include.It would be great if there'd be some support or information regarding this.
I have developed an app where videos(mp4) would be stored in the data path, loaded in runtime and played via Unity's Video Player. The app has been around since development in the original Quest and it runs smoothly. But recently we've experimented with Quest 2 and the video seems to freeze intermittently. The freezes can range being a couple of skipped frames to the image being frozen for the entire duration of the video. Testing on the Quest 2, game performance also dropped, namely the game can freeze for a second or two after videos have finished playing.
Hello,As the title says, I am developing with a quest 2 on a Mac OS using Unity. I would like to test the workflow on the computer screen instead of the headset. It seems I am not able to get the user info for example or make the sdk to work. Does that mean unity editor is not being supported from oculus Platform SDK?
How to access the storage size of Quest2 when connecting it to computer via Oculus Link? Ex:Get the message : 72Gb/128Gb Available
Hi everyone, I am currently working on a 360 video player app that will feature a bunch of different 360 videos that can be downloaded and if possible streamed. I did some test in Unity and created a streaming server to serve some 360 videos it seems to work just fine in the quest 2 🙂 I am trying to find out what is allowed and what is NOT on a app on the store or app lab. I did read about IAP/DLC and OBB services from oculus. I am trying to see if its allowed to : Stream Video inside a appDownload videos and save them to the local storage (i assume its not and i will need to use DLC)If its possible to download and save a JSON and some images to local storage,I also assumed that the only way to have IAP going is to used the official API. (Only free DLC seems supported on the app lab) If anyone could give me precisions on what is and is not allowed when it comes to external data download and stream. Thanks a lot 🙂
Hello!I have created a standalone VR app for Quest 2 using Unity. All is good. It works in Quest 1, I am told. I have never used a Quest 1. Here's the question, in Quest 2 I can walk around in the real world and this movement correlates to VR movement. So, if the playspace is big enough, I can wander through the entire VR level using real-world steps. I am told this does not work on Quest 1, they can only walk around in VR using the thumbsticks. If they walk in the real world and view in Quest 1 the environment stays static, like its attached to the headset. Taking a step forward does not create any VR forward movement. Is this a Quest 1 limitation, or a bug on my part?Unity version 2021.3.14 LTS. XRInteraction Toolkit 1.0.0-pre4. XR PLug-in Management is set to Oculus, with Quest 1 and 2 ticked.Cheers!
Greetings Friends. I am brand-new to the Quest2 and a 3+ year novice at Unity. My intention is to simply Build-and-Run an app from Unity to the Q2. I've failed at that, being stuck here: . I've tried and failed at sideload. In attempts to enable Developer Mode in the app, my 5-digit code never appears and 'automatically detected' never pairs. Unity-to-Q2 or sideload, either would be fine, i just want to be able to test my own rudimentary games from Unity on the Q2.I don't want to be melodramatic, but if someone could PLEASE solve this fro me, i'll name my first-born child after you (which will piss her off since she just turned 34). :0 Thank You so much for any help. -k
have been running into this same issue submitting my app to the Oculus Store:The app runs noticeably lower than 60 frames per second on supported devices. Does anyone know to change the frames per second in Unity3D to 60 FPS?RenderDoc hasn't been helpful at all fixing this problem.
Hello there,I got a new oculus quest 2 headset a week ago. I have a unity project depicting a debris flow (from a real numerical simulations) where a terrain and the "flows" produced procedurally via script with the flows starting to animate after a play(the "flows" game objects are going to appear on the scene at run time). When I tried to build the project in both standalone and android, I got an ''error CS0115 ...no suitable method found to override'' heading to my unity editor. I added: #if UNITY_EDITOR and #endif at start and end of the editor script respectively and and the error was solved. However, after building the project on the android platform, " flows" are not coming into the oculus quest 2. While I can walk inside the terrain, I couldn't see the debris flow coming. The same building on standalone pc gives the expected result (I could see the terrain and the debris flow as if in the project from the built application). What did I miss on th
The OVRRaycaster script only uses the Rect Transform of the UI element to perform ray casting and does not take Raycast Padding into consideration. If anyone has a quick fix for this, I'd love to hear about it!
Is it possible to install external apk from the cloud from Unity App on Quest? (similar to this )
Hi there. I recently updated our Oculus Integration plugin from v28 from v23.1. in our that runs on Unity 2019.4.14f1 with the Universal Render Pipeline version 7.4.3 (along with the Oculus XR Package 1.6.0). After completing the upgrade we started noticing that if we leave our game running after remove the headset and let the device go to sleep then upon waking it and resuming the game rendering will not resume (just a black screen). I then tried upgrading to the Oculus Integration Unity plugin v29 to see if the issue persisted, which it did. I'll attempt to pull together some logs but I wanted to post the question just in case there happened to be a known issue with this combination of versions for Unity, plugins and packages. Any insight would be greatly appreciated. Thanks!
Unity version: 2020.1.17f1Oculus Integration version: 23.1.0Hey guys,My project is a slide show of stereoscopic images. I got 2 sprites (1 for the left and one for the right - those are sqaure image.. not dome). I didn't quite understand how to use 1 camera to render this so I went the easy way and used the prefab OVRCameraRig and selected ''use per eye camera''.Then, I added layers on my 2 sprites and everything works fine. Although, my problem comes from the prefabs OculusTouchForQuest2LeftModel and OculusTouchForQuest2RightModel. When I build my app, the scale of those object is too small and not correctly placed. If I swap the OVRCameraRig to render only the center camera.. it works like a charm!So, I would like to know if you guys have the same issue with the controller scale and position when using the ''use per eye camera'' setup.Thanks in advance,
In older projects, the VR app stops working when take off the HMD (uncheck 'run in background') window buildUnity Version : 2019.2.5f1Oculus Integration version : Unknown (+Oculus Desktop)Oculus Rift SThe latest version of the project is not affected by 'run in background'.it always run in background (despite taking off the HMD) window buildUnity Version : 2020.3.18f1Oculus Integration version : 33.0Oculus Rift SPerhaps I should implement the Pause function myself? I don't know why this happens. please tell me how
Hi Guys, I'm just trying to get started using the Oculus SDK but upon importing Oculus integration into my unity project 2019.4.8f1 I get 8 Assets\Oculus\Avatar\Samples\SocialStarter\Assets\Scripts\P2PManager.cs "does not exist in the namespace 'Net' errors for things like Connect, Close etc. It doesn't do this in a fresh project so obviously something specific to do with mine.I have tried installing my main packages into a fresh build and then installing Oculus Integration and it doesn't give these errors. But I'm not really sure what might be causing this, any ideas?Help is appreciated, searching around yields zero results of someone having this same error that I can find.
As per title.At the moment, I'm installing the APK I deploy, using Sidequest (don't know another way).But I'm worried about the continuous plugging and unplugging of the USB in the headset.It would be much better to install through WiFi.Is it even possible?
Hello Oculus,Here I wanna clarify few things, that breaking my head for long time for building apps for oculus quest and quest 2. I'm a developer playing around with unity and making VR applications. Now I wanna take this to a next level by adding Oculus Platform features like Avatar system, Login feature. I can not find a full tutorial or course that can guide me to integrate the above mentioned features with unity. I'm struggling to use oculus integration package and implemeting Avatar system and login system for my app with the existing developer documentation. I need your help and assistance on doing the integration part. Kindly lookinto this and point me to the right direction for makig my app with unity with features like avatar system and login. Thanks in advance.
I've been puzzling over this performance issue for a while now. I'm building a Oculus VR game for the Oculus Quest, everything is going great but the performance specifically in builds really tanks while it's great in the editor. I've looked around and haven't really found any solution to this. I'm using Unity 2020.1.3f1 Profiler in Editor: Profiler in Build: Any help would be greatly appreciated as this issue is really killing development. Thank you. (I sent oculus a ticket, twice actually, and the second time I was just sent here .-. )
We're trying to implement the entitlement check in a way that we can quit the app if the test fails. The game is on a beta channel and I've invited a user to this channel (not registered as a dev for the organisation).The script used (Oculus sample code) returns "success" if this player runs the game. If I remove the player from the channel the check still returns success which isn't what I expect from the check. What are the rules and conditions for the entitlement check?Simon
Hi everyone,using Oculus Integration and OVRCustomHand prefab, I'm trying to write a simple script that tells me which hand hitted/triggered a specific object.I tried use OnTriggerEnter() method, but the referred collider (CapsuleCollider) doesn't have any information of the hand. What do you suggest I do? Thanks in advance.
I have been successfully building and installing my project on business headsets for months using Unity 2021.1. I switched to 2021.2 recently and now the APK won't run (crashes immediately) on an OFB headset even though it runs on a commercial headset. I tried a very basic scene to make sure it wasn't a memory issue. After a lot of searching and experimenting I downgraded to 2021.1 again, but the problem persists. I did a file comparison between the project settings of a known working project and didn't see anything that could cause the issue.Has anyone experienced something similar, or know a project/build setting that might be the culprit?This is the logcat error I'm getting:2021-09-23T20:57:50.073Z: info2563/1043 WindowManagerWIN DEATH: Window{a23a355 u0 com.mycompany.myproject/com.unity3d.player.UnityPlayerActivity} 2021-09-23T20:57:50.072Z: error1134/1043 InputDispatcherchannel 'a23a355 com.mycompany.myproject/com.unity3d.player.UnityPlayerActivity (server)' ~ Channel is unrecover
On a built project for Quest 2, I set the framerate to 90 with OVRPlugin.systemDisplayFrequency. It works. Just not when opening the app from the home menu, because it stars at around 72 and stays there with fluctuations, I have to press the Oculus Home button and go back to the app for it to reach 90fps.I'm using Unity 2020, XR plugin 1.8.1, Integration 25.
I am currently trying to implement adaptive level of detail on Oculus Avatars in my application and was wondering if there was any way to switch the Level Of Detail of an Oculus Avatar at runtime in an application? I have tried setting the LOD in OculusAvatar.cs and then calling the RefreshBodyParts() function but the LOD does not change. I have also tried intantiating an entirely new avatar in the scene with a different LOD quality but it seems to always instantiate with the quality of the initial avatar. Does anyone know if it is possible to change the LOD of an avatar at runtime?
Hi I'm trying to link the account from my game to the Oculus account. I'm reading the documentation fromAccount Linking: Unity | Oculus Developers The problem is that there is not a single example of code anywhere. I'm trying to achieve this using Unity. How do I go about this? Do I need to create a webview? How do I get the return values from the linking? Or is there a better way? I see that Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);will return an User.ID with it. Can I use that number or is it wrong? Thanks
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