Unity Development
Recently active
I am using Unity 2020.1.0f1 and Oculus 1.4 and Oculus Integration 18. However, I have had these same issues in older versions as well. I have set up the App ID and everything included in the Oculus documentation.First, the AvatarGallery sample scene does not load any custom avatars associated with their IDs and they are all the white generic avatar models. I even tried the example IDs Oculus gives you in their Avatar SDK documentation and those do not work either. The only thing that does work is when I use the Oculus ID for my account for this app. I am not sure if I am missing something but it seems this example scene should be showing me example custom avatars.Second, I am able to pull the user ID for my custom avatar when using my Quest in link mode. However, when I build for the Quest it is no longer able to get the ID. I have included the App ID in the settings. I've read that Quest apps will not let you clear entitlement unless you are approved for the store. Is this true or is
Hey Guys!Historical background, does anyone know when ATW was added?
I am using Quest2 to develop an experience that will interact with real objects.If it is VIVE, VIVE Tracker can easily accomplish this job.But is it possible in Quest2?
Hi,I'm a little bit confused about v31 SDK update. Currently, I'm using OVRPlugin in Unity from the integration package, but I will have to move to Oculus XR and OpenXR which is fine. What about the v31 platform SDK? Will it be available in legacy OVRPlugin (which should be the last one)? I want to implement new invite features, but there is still no package update. Do we have to wait a little bit more or I'm just searching wrong?
This just started popping up today on multiple projects that otherwise run perfectly in the editor and APK builds to the headset. Does anyone know what is going on with this script or how to resolve? VREngineConfigurationUpdater: Setting vsyncCount to 0UnityEngine.Debug:Log (object)OVREngineConfigurationUpdater:EnforceAndroidSettings () (at Assets/Oculus/VR/Editor/OVREngineConfigurationUpdater.cs:137)OVREngineConfigurationUpdater:OnDelayCall () (at Assets/Oculus/VR/Editor/OVREngineConfigurationUpdater.cs:88)UnityEditor.EditorApplication:Internal_CallDelayFunctions () 135 if (QualitySettings.vSyncCount != 0){Debug.Log("OVREngineConfigurationUpdater: Setting vsyncCount to 0");// We sync in the TimeWarp, so we don't want unity syncing elsewhere.QualitySettings.vSyncCount = 0;}}
Hello. I am currently having issues with the newest version of Oculus integration (Version 29.0) and would like to try out an older one, but I can't find any way of finding them.
For a while, I have been looking for a way to switch hand tracking / controller mode by script.Unfortunately, there doesn’t seem to be any way to do it at the moment.Now, I found that in the hand tracking mode, picking up the controller does not switch back to the controller mode.Only when the controller presses any button, or the touch area is touched, it will automatically switch. So I want to ask if there is any way to wake up the controller to force Quest to switch from hand tracking to controller mode?
Simply put, is there a way to know if the controllers are being tracked using the Quest 2's infrared cameras. I have tried simply checking if the positions of the controllers change over time. As in theory, this would tell you if they were being tracked. However it seems the Quest 2 will try to interpolate 3d positional movement based on the controller rotation, which is somewhat unhelpful for my application.
Im Using OculusXR package, will i have problems integrating the Oculus Integration Package?I have fear i can not use these 2 packages toghether, because it wouldmake it a little bit harder for me to have a Device agnostic applicationMyObjective is to have Handtracking, but continue being able to use OculusXR Plugin
When trying to use the Interactibe Tools Creator tools such as Ray Tool and FingerTipPokeTool in a scene where theOVRCameraRig is not at 0,0,0 and rotation is 0,0,0, the rools are offset (they do not respect the actual worldspace position of the player). Please see attached video:
Silly question here.I am developing in Unity for windows pc. I manage to get the Quest 2 but I have heard that it uses Android builds. Since it seems that the Rift are left out, will I be able to integrate and use the Quest 2 with Windows compilations even using the cable?Thanks,Joan
Hey,I've been tasked with developing a fast-paced local multiplayer VR experience for the Oculus Quest 2 set in an actual 36m² (6x6) room. The position/rotation of the players' avatars in virtual space and of the actual players in physical space should be synchronized as accurately as possible, as if those spaces were one and the same — be it only so players don't smash into each other during gameplay.If I draw a 6x6 guardian from the center of the room and then start the app facing forward, everything is where it should be and to scale: I will be at the center of the virtual space, facing forward. If I quit the app, move around within the guardian (even with the headset in sleep mode) and launch the app again, I'll start where I moved to, facing whichever direction I'm actually facing. Nice.But if I leave the guardian's boundaries, all hell breaks loose. Upon reentry, the virtual space and physical space are completely out of sync, and will remain so even if I reset the app. At this p
Application.OpenURL("http://www.whatever.com") loads the default webbrowser for the device.Whats the possibility of exposing the ability to use the GearVR Oculus Browser so we can stay in VR and not have to take our HMD off?Maybe it could be expsoed with a deep linking option?Something like:Application.OpenURL("oculusbrowser://www.whatever.com")I'd be open to an Oculus specific API too.Bonus points if the back button would return us to the app the made the web request.If something like this is already possible please let me know how to do it. Thanks!
I remember reading in one of the Oculus Unity guides that there are a few folders in the Oculus Integration package which can be safely deleted if you don't need them, like tutorials and demo scenes. Does anyone know which folders are non-vital?
Our game developed in Unity (2019.4.10f1) will very intermittently fail to load on Rift S when it is run the first time. It sits at "Loading ...." in white infinity forever. Logs indicate that around the time of this failure, there are a bunch of problems with (I assume) the Library service creating data for the "history" (or Library ? ) in C:\Program Files\Oculus\CoreData\Manifests and ..\CoreData\Software\StoreAssets so it almost seems like Oculus may be busy gathering data about, again, this first run, and never get's around to actually allowing the the game to launch ? A timing issue ? Is there a way to maybe "preload" this library stuff - or maybe turn it off, without requiring admin privileges, which we don't have ? Again, it's intermittent, and only on first run of a game after initial distribution Thanks
i tried some methods to recenter / reset / calibrate position but got no success !!like as:OVRManager.display.RecenterPose(); OVRPlugin.RecenterTrackingOrigin(OVRPlugin.RecenterFlags.Default); OVRPlugin.SetTrackingCalibratedOrigin(); UnityEngine.XR.InputTracking.Recenter(); and the only way to do that is using Reset view of Quest 2: so, is it possible to direct call this function by unity?
i tried to use Unity.XR.Oculus.Stats.AdaptivePerformance.BatteryLevel on Quest 2 but its not working anymore ...any suggestions??
I'm developing an app for Rift and Quest. Works great on Quest, but on the Rift when I hit the Oculus button and select "Quit App" the HMD goes to the menu, but the app continues to run in the background with full tracking, everything. I have to switch to the PC and ALT+F4 to close it. Is there a callback I have to implement to manually handle this situation?For reference, this is a build that has been uploaded to the dashboard and downloaded through a BETA channel.Unity 2019.4.3f1, using Oculus XR Plugin (not full integration)
how can i completely disable or override or over render on top of the oculus ui when my app is running?
I wanted to share the solution I discovered for this message I kept getting every frame, and actually prevented my game from submitting frames to the display on Quest, resulting in a totally black screen. I was seeing the message, "The current MSAA level is 0, but the recommended MSAA level is 4. Switching to the recommended level." spamming the AdbLogcat. I have deduced that this occurred because I'm on 2019.3 using the Universal Render Pipeline, which means Unity doesn't use, and in fact hides, the MSAA setting in Quality settings, but rather relies on this setting to be set in the scriptable render pipeline asset. But OVRManager appears to be looking at Quality settings and tries to make the change there. When the change doesn't take since Unity isn't using that setting anymore, it repeats the process over again and infinitely tries to change the MSAA settings.If you have an OVRManager script on a GameObject anywhere in your project, make sure to disable the "
Hi!I'm trying to make a mirror for my multiplayer VR game. Currently, I am working on just having a mirror that will reflect a game object's movement on Oculus Go. I have a cube in the scene that rotates.So far I've tried:- real-time reflection probes - Having a camera as a render texture Does anyone know anyways to do this?
how can i hide custom hands when its out of cameras??
does someone have experienced with URP?i got jagged edges on objects ...what is best settings to got smooth results?? P.S: MSAA 4X - FXAA - PP - URP 12
Hi everyone,I'm building a prototype with around 150-200 grabbable objects for a test. When throwing an object and if the collision with the ground or other objects is strong enough, the thrown object will instantiate a shattered prefab version of itself upon impact (with mesh colliders and rigidbodies) for creating the illusion that the object has broken. After throwing a lot of objects around and instanciating lots of shards at some point I cannot grab anymore objects and there's an error in the console for the OVRGrabber script:NullReferenceException: Object reference not set to an instance of an object OVRGrabber.MoveGrabbedObject (Vector3 pos, Quaternion rot, Boolean forceTeleport) (at Assets/OVR/Scripts/Util/OVRGrabber.cs:321)Does anybody know how to fix this issue?
i tried to set GPU and CPU level to 5 [based on maximum available on metrics tool]to get maximum performance ... [on Quest 2] by using OVRPlugin.cpuLevel = OVRPlugin.gpuLevel = 5; but does not affect!!any suggestion? P.S: Unity 2021.1.14 + URP + SDK 29 + Quest 2 os v30.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.