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Hello, We are using MRTK with Oculus integration to build both for HL2 and OQ2 platforms, but latest Oculus integration prevents building. Following error is reported in Unity: Assets\Plugins\Oculus\SampleFramework\Usage\Passthrough\Scripts\EnableUnpremultipliedAlpha.cs(15,20): error CS0117: 'OVRManager' does not contain a definition for 'eyeFovPremultipliedAlphaModeEnabled' Inspection of code reveals that "OVRManager.eyeFovPremultipliedAlphaModeEnabled" is wrapped in "#if UNITY_EDITOR_WIN || UNITY_STANDALONE_WIN || UNITY_ANDROID" region. "EnableUnpremultipliedAlpha.Start" method should either use the same pre-processor code or "OVRManager.eyeFovPremultipliedAlphaModeEnabled" should be outside of it.
Dear Oculus team!We are creating a video player with OVROverlay support, unfortunately fisheye videos with a viewing angle of more than 180 degrees (200-220 degrees) are cropped by OVROverlay to 180 degrees.Could you please advise if it is in plans at some point? Could you please add support for fisheye video with a viewing angle of more than 180 degrees.Also, is it planned to support color settings (contrast, brightness, saturation, sharpens, HUE) in OVROverlay in the future.Thank you in advice!
Greetings y'all!Simple but annoying issue I have after configuring my Unity project for Quest dev.I'm getting this constant yellow warning at the bottom of the editor that says "File (...)\.android\repositories.cfg could not be loaded." I'm way too new to Unity/Oculus, still... my OCD demands me to fix it.Any pointers on how to do this? The project itself is empty right now, just the generic 3D SampleScene, Main Camera & Directional light. The whole config is based on the official Oculus/Unity Config guidelines. Thanks in advance!
When I updated my Oculus quest 2 version to the newest one. I found my project become very laggy when I directly test it in Quest. I am very sure I didn't face it in the old version and I didn't make any changes in my project. My project use some VFX particle systems. I am not sure whether the lag is caused by VFX or the new updates. Thanks for any reply or help.
Oculus GO with api up to dateUnity 2021.1.15f1I have created a new VR project (from unity hub) I just add a sphere with rigid body and build and run like so It start in a square at the middle of my Oculus go (windowed I guess), and I got the oculus desktop bar beneath it. When I move my head nothing move except the oculus desktop background, and I can't grab the sphere
[Edit, Solved] I found the 'good' sample scenes, under /assets/oculus/sampleFramework/usage/. I guess everything under /assets/oculus/VR/scenes/ is old? -------------------------- I ran through the "setup" for Unity & Quest, without any issues. (https://developer.oculus.com/documentation/unity/unity-overview/) However, trying out various sample scenes included with the Oculus Integration Unity package, I'm getting very mixed results when it comes to controller & hand-tracking. "HandTest" doesn't render any hand or controller models."HandTest_Custom" renders hand models only when using controllers, and they are rotated 90deg from actual."ControllerTest" doesn't render any controller models either. Both of these scenes require controllers to be active when launched, so that may be part of the problem, but I'm just guessing. Any better samples or suggestions for a beginner to handtracking on Quest?
Good afternoon all! New to Oculus development here, about to purchase two 360 cameras, perhaps with 3d capabilities, and wanted to inquire how well does the outputted photos and videos integrate into Unity when developing an app/game. Perhaps the answer is "seamlessly" and automatic, which I presume should be expected. But being new to the game, just wanted to inquire and get your thoughts in this regard. Additionally, any camera suggestions or things we should avoid when purchasing would be greatly helpful! Thank you once again.
Hello. I'm new to VR development.I want to do something simple : display two colors in the headset at the same time, one color to the right eye and another color to the left eye. Do you know a tutorial to help me?Thanks 🙂 PS : Sorry for my english.
Hi! hope you're all well.When exporting my Unity URP project to the Quest and running it on the headset, the gamma is fucked up. Everything looks darker and saturated, while the Windows build and the previz through Link render as expected.The thing is, when I started this project, the early builds would sometimes display the correct gamma (sometimes it would take a few app restarts), while now it's always stuck with the wrong one.Has this happened to you? I found some old posts about a similar issue with Unity + GearVR and it seemed to be an Android thing, but the official Oculus recommendations say explicitly to use Linear Color, and so does every 'setup' tutorial video I've found.I'd appreciate any input, I've already asked Reddit without success.
I recently discovered, by using the new Input System, that the device reports high frequency data (got around 150 Hz in editor).This data includes deviceposition & devicerotation, but also devicevelocity, deviceangularvelocity, deviceacceleration, deviceangularacceleration. Are the velocity and acceleration derived from position and rotation? Is it the raw data from the IMU?As a follow-up, if I integrate the acceleration twice - would I get the position? Or is there any discrepancy?
Hello everyone, I'm new to Unity, VR and 3D development.Using the command adb shell setprop debug.layout true (Show layout bounds) I noticed that standard android applications are built into the Unity 3D environment.Are there any examples or tutorials of how to do the same?I managed to get Surface from Unity and output video there using exoPlayer, but how to display my native android 2D application, how to render layouts or open completely side applications in my Unity scene and pass events of clicks? thank you in advance for your help
In the file ONSPPropagationGeometry the ReadFile method tries to read directly from Stream Assets, but on Android this has to be done using a UnityWebRequest. The code below is a workaround that reads the file out of streaming assets and saves it to persistent data. I just tried this on Quest and it seems to work. Just need to replace these two methods:void CreatePropagationGeometry(){ // Create Geometry if (ONSPPropagation.Interface.CreateAudioGeometry(out geometryHandle) != OSPSuccess) { throw new Exception("Unable to create geometry handle"); } // Upload Mesh if (!string.IsNullOrEmpty(filePath) && fileEnabled && Application.isPlaying) { ReadFile(success => { if (!success) { Debug.LogError("Failed to read file, attempting to regenerate audio geometry"); // We should not try to upload data dynamically if data already exists UploadGeometry();
As stated above, My version of Unity (2020.3.16f1) is shutting down with no error messages or logs Within a minute of removing my HMD and it going into 'sleep'. I think I am just missing something in the settings because I have another project (with identical settings that I can see) that does not cause the same problem. Below are screencaps of the settings and packages I have installed. The base project is the URP template from the Unity Hub new project. Any other screenshots can be included on request.
Here are a couple of issues that have been floating around for a while. It would be great to not have to apply these patches every time I upgrade the Oculus Integration. It would also be great if there was a way to do pull requests on the integration, because there's more. When you're using hand tracking, the pointer pose objects are just anonymously named, but they're very important objects that should be named according to their purpose (also, there should be a public getter for HandType.Left/Right):diff --git a/VR/Scripts/Util/OVRHand.cs b/VR/Scripts/Util/OVRHand.cs index 901fc68984c9b9b986c87b10e7aee5c770daeb61..43fa39aa568db16b72ea690c9809170b54720c51 100644 --- a/VR/Scripts/Util/OVRHand.cs +++ b/VR/Scripts/Util/OVRHand.cs @@ -63,7 +63,7 @@ public class OVRHand : MonoBehaviour, private void Awake() { + // so we don't have two anonymous "GameObject"s when using hands. - _pointerPoseGO = new GameObject(); + _pointerPoseGO = new GameObject($"{nameof(P
I have been developing a game in VR since 2019, I had originally been building it for steamVR, but just purchased the Oculus Quest 2 and am converting it to work with the Unity XR Interaction Toolkit.A fundamental feature of the game is it knowing your bounds/guardian.I am trying to use `InputDevice.TryGetBoundaryPoints()`, but have discovered that is always returning 0 points for the boundary. On investigation on the Unity bug forums, I saw this response to the bug. > Oculus Plugin currently does not support TryGetBoundaryPoints through Quest Link. We have forwarded the issue to Oculus. Is this going to be fixed? It pretty hard to debug my code on the quest without access to logs or debugging tools, assuming this returns points even when not run through QuestLink, as my code still doesn't work when installed as an APK, and I have no way of knowing if it is my code at fault, or the function.
I'm a bit new to programming with VR but I got head tracking and hand tracking setup, with that said the right eye seems to be creating an infinite amount of the objects in the scene and are moving in one direction as a blue blob.
Greetings, Does anyone know how to solve the warning of "Unable to start Oculus XR Plugin"? I just have an OVRCameraRig and a Directional light in the scene, but nothing showed up in the Quest (connected to the PC through Oculus link) and the scene got stuck. I know the Passthrough api is coming in V31, but I didn't enable the experimental mode and I'm on Quest not Quest 2. The warning also suggests installing or updating Oculus runtime, but from what I searched, it's merely for Oculus Rift (please correct me if I'm wrong) and I don't know how to do it for Quest. Here're what I've tried: 1. Tried on both Unity 2021.1.X and 2020.3.15;2. Updated the Oculus XR Plugin to 1.10.0;Any help or hint?
Hi folks,so I am working on an application for the Quest 2. We use the standard OVR prefabs as a base and have elaborated on their functionality. Until now everything is working fine but today I wanted to the functionality to move the user around by lerping the users position towards another object - basically making the user follow the object. Here the issue arose - when I move the user around, the hands will not update their position anymore. I don't really understand why but I guess the OVRManager/CameraRig stopps updating the hand positions as soon as the user moves around. So is there a way to fix this issue or can someone tell me what is causing this so I can maybe come up with a solution or workaround?Help will be greatly appreciated 🙂
Any idea when I might be able to start building an app using Unity with the passthrough beta sdk? Edit: Nevermind I didn't read the post fullyThe Passthrough API Experimental will be available for Unity developers in our upcoming SDK release, with support for other development platforms coming in the future. This experimental API allows you to start building and testing Passthrough experiences on Quest 2 But can't figure out how to delete a post.
Hey, the new sample scenes with passthrough AR do not seem to work on my Quest 2. I've built them from a clean project on unity 2020.3.4f1 but I just can't get the passthrough overlay/underlay on my build. Any help appreciated. Did yall manage to run this on yours Quest 2? There's not much info on the web rn on this topic, because the update with AR passthrough api came out two days ago and is available on Unity Asset store through Oculus integration pack
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I am developing Rich Presence for the first time and could use some help! I've defined some Destinations for my game, such as the Main Menu and various Practice Modes. These destinations have been approved by Oculus. I have added a RichPresenceOptions struct in code and on Start(), call a function to update the local instance of that struct with details on the Main Menu destination. I then made a build to test, and am a bit confused... Where do you see your own Rich Presence status? For example, the documentation shows a few images including the above. But when I launch my app on the headset (installed via SideQuest), I have no idea where I can find this status for myself? And separately, if anyone has a link to useful example code for Rich Presence or Deep Linking, I would appreciate them! All I am able to find is examples on implementing Discord Rich Presence, which is NOT what I am looking for. Thanks for the help!
Hi Folks, Two questions:1. My list of bones is always empty. I have an OVRhandprefab stored in a variable called skeleton. But when I call skeleton.Bones in my start method it always has a count of zero. So, I can't get a list of anything. (this is from the valem gesture detection tutorial) 2. I want to get the position of the tip of the right hand at one point in my code. How do I reference this? Thanks
When using hand tracking is there a way to get the hand velocity as you can do with the touch controller?
Great news everyone! We made a Unity3D plugin that can quickly export your VR app to tablets and phones. Why? 1) You can easily share your app with others who do not have VR devices, 2) In multiplayer games, users with tablets and phones can finally play along! 3) You can enter an entirely new market without hassle!The plugin is based on the XR Toolkit and automatically translates the VR inputs to touch controls. In just a few simple steps an export is generated. See it yourself in the video below.Now available in the Unity Asset Store: https://assetstore.unity.com/packages/add-ons/vr-to-tablet-197026 We have a launch sale! Check it out in the Asset Store.
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