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I've been struggling the past few days trying to figure out why MSAA shouldn't be working on Oculus Quest when using URP (it works fine in editor though). I've tried different solutionsMy current setupUnity 2020.3.8f1 (64-bit)URP 10.5.1OculusIntegration v29OVRManager:Use Recommended MSAA off.Same camera settings as below.
When we upload our build to the Oculus Beta and try purchasing using the in app purchases, it always succeeds. Even if the cancel button is pressed in the checkout purchase, it seems that the LaunchCheckoutFlowCallback always returns with no error, and the purchase proceeds in code since `msg.IsError` is always false. I'm following the IAP documentation given for Oculus for Unity. I'm not sure what's going on, or if it always returns with no error and I should be checking for something else to see if the purchase failed or not. Thank you.
Hello! I'm integrating Oculus Spatial reverb in FMOD. I want to disable early reflections and only have reverb because of performance cost. However, when I turn off "Reflections" on my spatial reverb in FMOD, the audio sounds the same as it does with the plugin bypassed. I've seen the ability to turn off early reflections mentioned several times online. How do I do that/Why isn't reverb being applied? I am testing in the FMOD editor.
I'm playing with Oculus Integration tools on Unity. But I don't add how to add distance grab outline on my custom materials?
Hi all, The following code is always returning false, the only thing that works is trigger. void checkButtons() { print("OVRInput.GetDown(OVRInput.Button.One)"); print(OVRInput.GetDown(OVRInput.Button.One)); print("OVRInput.GetDown(OVRInput.Button.Two)"); print(OVRInput.GetDown(OVRInput.Button.Two)); print("OVRInput.GetDown(OVRInput.RawButton.X)"); print(OVRInput.GetDown(OVRInput.RawButton.X)); print("OVRInput.GetDown(OVRInput.RawButton.A)"); print(OVRInput.GetDown(OVRInput.RawButton.A)); if (OVRInput.GetDown(OVRInput.Button.One)) { print("Button1"); resetBlocks(); } if (OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger) > 0.2f) { print("Trigger"); RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, 30)) { int pos = Array.IndexOf(material
Hi,I am developing a Quest app for a client using Unity3D and Oculus Integration.My client wants to use a hand tracking but still wants to use controllers at some points.Currently, to switch the mode, I need to back to the Lobby and toggle the hands/controllers mode in the settings.But is there a way to switch the mode through C# so I can switch it without exiting the app? Like when you push a button on controllers, you can use hand tracking, and then with a gesture, you can back to the controller mode.If there is not, it would be really great to have it so people can switch it in the app.Thank you.
I am trying to create in game buttons that will open up a page to my other games in the oculus store. I am building in unity for the Quest 2. Does anyone know how to do this?
Hi Folks, I'm really struggling to find information on how to use the hand tracking for quest 2 in Unity. Most of the tutorials seems to be out of date as updates have changed things and I can't tell what is the current correct implementation. Anyway... I have a scene with hand tracking activated. The scene has a Canvas which has some UI<Button objects on it. I can click them with the controllers, but I'd like to be able to poke them my index finger. Is this easy to implement? I've tried dragging the interactabletoolsSKDdriver into the heirarchy and I can see the fingertipindextool. But it's not doing anything. Do I need to do something to make the buttons react to the fingertip? Thanks
I've posted my question in the unity forum:https: //forum.unity.com/threads/ build-quest2-failed-with-gradle-exception.1022092/I'm so sorry not post the detailed problem here.the forum tool is too hard to use.I don't want pay too much time to post it again.unity version:2019.416fc1 Personalsdk:unity for 2019.4 needs build-tools of version 28unity for 2019.4 needs ndk of version 19.0.5232133,but I can't find the version from google.I have to modify the source.properties:Pkg.Revision = 19.0.5232133unity for 2019.4 needs sdk-platforms of version 28unity for 2019.4 needs gradle of version 5.1.1.error message:after I click Build button(I have downloaded some missing jar files and pom files from mvnrepository),after a few seconds,I got the following error message:I got too many errors.I have no idea how to reslove this problem.Can anybody help me? Thank you very much.
Hello, I tried to play a scene in my device for the first time.I pressed build and deploy scene but it said "gradle build failed. see the console for details".Can someone point me in the right direction for how to resolve this?
Has anyone else encountered this problem? We are a group of indie developers working on a new VR application. The prototype app ran without issues prior to the v32 update, had been tested on multiple headsets many times and was never observed crashing. After the v32 update, it crashes consistently and with little warning. The application was built using an LTS version of Unity from 2021 targeting the Android platform using a split binary build (.apk and .obb expansion files), with the project settings configured according to the guides here (https://developer.oculus.com/resources/unity-settings-features-minimize-iteration/) and here (https://developer.oculus.com/documentation/unity/unity-gs-overview/). All builds of the application continue to run without issues on a headset that has not been updated to v32. Anyone on here experienced something similar/can shed any light on what's happening?
Is there a way to retrieve the current build number the user's headset is on? By build number I mean Oculus Release Notes
I want to reorient the camera to the start position and rotation in my Unity app.I tried this function, but it's not working on Oculus Quest: OVRManager.display.RecenterPose();I noticed that the Oculus Quest home button on my Quest after a firmware update spawns the quit/resume app sub-menu, but does not reorient the position and rotation in the app. On an another Oculus without the firmware update, the home button still works.I want to know if there's a way to directly call the native code for homing. I can tell through ADB that Oculus knows when the home button is pressed: I/InputHooks_Internal: InputHooks::nativeSetHomeButtonDown(5868.719727): 1698898178
Hey, The Fixed Foveated Rendering is no working on the last Oculus integration update on Oculus Quest, I tested that on Unity 2020.3,2021.2.
Hello, im trying to get the hands to show up in unity 2020.3.17f1 using the hand train interaction sample, but hands wont render. Ive tried all the basic steps like switching to controllers+hands or just hands only. I have app ids added in platform and avatar panels. Followed through all other settings from the oculus getting started in unity. Hand interaction is enabled inside the headset and working. It works like a charm on 2019.4.23f1 but cannot get it to work in 2020.3.17f1. Anybody any pointers? Thanks much appreciate!
Hello, I can't seem to get a correct result from calling OVRManager.batteryStatus or OVRPlugIn.batteryStatus.It always returns Unknown.Also when trying SystemInfo.batteryStatus I only get NotCharging. BUT, when trying SystemInfo.batteryStatus in playmode in Unity (No headseat) it works fine. I do have OVRManager attached to the maincamera, so it is instantiated (Only one instance)Any ideas why it's not working?
Hi, I am looking for an auto-calibration option in OCULUS QUEAT 2 to avoid manual calibration while going to a new location. Is there any way to set a permanent calibration perimeter when moving to different locations and also automatically calibratiate as per perimeter on unity application start?
I am recently trying to work with oculus hand tracking and honestly I am feeling a bit overwhelmed and confused and so please be patient if the question I am asking is a stupid or obvious one. I am a bit unsure about when I might want to use custom hands instead of the default hands provided by OVRHandPrefab? I am guessing it has to do with the appearance of the hands, but is there any other reason when Custom Hands would be better to use, functionality wise?
Is there a quick way to prototype hand tracking / hand interactions without coding or maybe a visual scripting to just make the process of implementation a bit faster? * I am developing for oculus quest and am looking at Unity, but if there is some other option that would allow me to do the implementation quickly and preferably with less or no coding, please let me know.
I'm working on a roomscale game that requires accurate incorporation of the guardian as well as tracking any changes immediately. A while back I posted here about getting guardian updates and I got the suggestion to use focus change and other events. That was super helpful and worked well. However, I recently changed some code to make it more efficient and now I have a new problem. It seems that if I call OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea) immediately after I get focus back, I'll get the previous geometry and not the updated geometry. If I pause a bit, it works fine. There's some chance it is due to my code, but I think I've eliminated that as a possibility. Is there any event/callback/whatever that fires when the guardian changes on a Quest? If not, any thoughts/suggestions/directions to investigate? I'm currently using a delay of a few frames, but that seems hokey and open to problems. Thanks,Damon
Now that I have my head wrapped around how to use the new AR Passthrough API (using Unity), I want to try a "shared" AR experience for two players in the same physical room using stage tracking mode - maybe like hitting a floating ball back and forth (to keep it simple) or maybe a ping pong game: real room, virtual ball and table. How would you go about making sure that virtual objects appear in the same location for BOTH players in realtime? How would you synchronize the origin and initial orientation on the two Quests?
Hello.I am developing a game for VR platform.I'm using Unity engine 2019.4.4f1.To support various VR, we are using Unity's new input system.While binding the input action for Oculus quest, the input using the following binding is not applied.<OculusTouchController>{RightHand}/thumbstick/xIt does not work.Is there a binding path for Oculus Quest controller?I also saw a tip to use a path like OculusQuestControllerRight/thumbstick through Thread.But this also didn't work.If anyone knows how to apply, I would appreciate it if you let me know.
My team is working on an app targeted the Rift platform. Our developer workstations are setup with Quest 2. Is it possible to build from Unity for the Rift and then load run that distribution locally via Oculus Link?
Is there a way to get data of the real wold "mesh" with this new API, for example chairs, table etc, to generate colliders and a nav mesh at runtime? I want to make a prototype for a pet game and the pet should walk in the "real world" on a navmesh.
using ovrgpuprofiler I see that the swap chain of my app uses 24bit depth and 8bit stencil. How can I switch to 16bit depth with no stencil?
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