Unity Development
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i'm using OculusIntegration v29 and OVR Custom Hand Prefabs on unity 2021.1.14 for Quest 2 ...but hands does not working!! weird actions on hands ... no finger tracking ... any suggestion? P.S: the Oculus Guardian is disabled
how can i define virtual player position at the center of virtual room if real player was anywhere ??seems that oculus forces initial virtual player position to be aligned to the initial player point of oculus guardian, even if it's off !!
Hello Team,I'm running across an issue with the Oculus integration package. I'm unable to activate hand tracking or use controllers. I'm currently building out a scene in Unity and everything works. I was able to fix the issue temporarily going into OVRCameraRig and checking Hand Tracking Support to controllers & hands until it stopped working. Is there another solution to this issue? -Thank you in advance.
is it possible to detect when screen on/off [or when pressed power button] on unity?? [Quest 2]
how can i reset position / view of tracking? OVRPlugin.RecenterTrackingOrigin(OVRPlugin.RecenterFlags.Default); ??
Hi,I'm using the standard .NET networking APIs to make a TCP connection to a server on my home wifi network (the same as the Quest is conneted to). I've set "Internet Access" to "Require" in the Unity player settings but I can see via logcat that the connections are failing. Is there something else that needs to be done?Thank you,Bart
So I had the gamepad working as an alternate controller for the app I'm working on. Then I updated my Oculus Integration and that's when it stopped working 😞During PLAY in Unity it works as expected, but when building and installing on my Quest 2, the gamepad input is not detected. The gamepad works fine when testing it on older Quest 2 builds. Any suggestions? I've been looking through the OVRInput and OVRPlayerController and other such scripts to see anything obvious. I did see that in OVRPlugin they removed support for things like TOUCHPAD LTrackedRemote and RTrackedRemote but that shouldn't affect the gamepad.
Hey guys,I am working on a VR project on Unity and from what I have read, I have to use Oculus spatializer in order to make FMOD work with Oculus. I have installed the Oculus plugin in FMOD and I have written down "OculusSpatializerFMOD" in the plugin section of FMOD settings in Unity, but I get an INVALID CHANNEL error in the console. How can I fix this? Is there a specific approach to use Oculus in FMOD?
Hi,I'm trying to get Unity 2019.3.12f1 set up for Oculus Quest development and have followed the Oculus instructions precisely. However, when following "Enable Virtual Reality (VR) Support", I'm hitting a wall.After enabling the Oculus plug-in provider, I return to Player settings and see that "Virtual Reality Supported" is grayed out and listed under "Deprecated Settings" with a warning that "Unity has detected that you have one or more XR SDK Provider packages installed. Legacy XR is incompatible with XR SDK."What?My understanding is that I don't want Legacy XR. Why can't I see the Oculus XR SDK? Screenshots attached.I also tried re-doing the entire new project set up without importing the Oculus Integration asset pack. This had no effect.Thanks,Bart
Hi,I am using XR Interaction toolkit and XR Plugin for the Oculus Quest 2. I'm trying to make it so that when the user presses the "A" button on the oculus quest 2 controller, It triggers this function and resets the camera.In the attached image, the commented out code is the new and recommended way of doing it and the Uncommented one is the old/obsolete one.Both methods work perfectly when I'm testing in the Unity editor with the Oculus Headset hooked up via Oculus Live link. When I build and run it on the headset, it doesn't work.I'm not sure why this is happening. Can anyone help me please? thanks
Default seems to be 64kbps with Mono channel. I've found commands for configuring the visuals here Configure Android System Properties on Oculus Quest but there are no audio options.
Hi everyone. I was thinking about it, i have an input method which i think much more usefull than the standart keyboard oculus system has. I don't have an oculus headset or the controller or any other vr-ar-mr headset. I have already made an app to use on windows and it works really good, not better than regular, physical keyboard but better than touchscreen (virtual) keyboard and i really think this method will be far better than the default keyboard on oculus or any other vr-ar-mr platform keyboard. I was wondering that, is it possible to make an app that runs on the other apps(system overlay they say, i guess), is it possible to us an app while i switch to the typing mode(click on a textbox). If it is, i really would like to make it happen. In this app all i need is these two, to show an image while typing for guidance and controllers hardware usability.
Hi, I am relatively new in this field hence asking for your kind advice.I have developed a game that uses a lot of mouse clicks and hovers. No raycast.So now I need to transform the game into a VR game using Oculus Quest. It was overwhelming for me to decide the direction for me to do this.I understand the UIHelper, OVRPhysicsRaycaster can help me but I have yet to find a tutorial on how to convert my inputs to these.So far I managed to pick&place some GameObjects using the OVRgrabbable and OVRGrabber.Looking forward to work on GameObject transform using ray.Please advise and include reference links. Have a nice day.
Hi everyone,I have a question about the "continuous move" from the latest XR Interaction toolkit. I would like to use it in zero gravity and it works fine, but i can only move on the horizontal axis. Is there a way to add vertical movement as well? I basically want to achieve "flying", where the direction of flight is where the eyes of the headset are pointing. Or is there maybe a better way to achieve this without the XR interaction toolkit?
what does mean the returned values of OVRManager.batteryStatus?? i can't see anything on docs.https://developer.oculus.com/reference/unity/v29/class_o_v_r_manager/
Hello,I am currently having an issue with using the per eye camera with the OVR Camera Rig concerning the culling mask. I am trying to have one item visible to the left eye anchor and not visible to the right eye, and a different item visible in the right eye anchor but not to the left eye. However, this does not seem to work in HDRP nor URP, and only in the standard 3D project, which seems to be due to the "use per eye cameras" setting not working properly the culling mask works for non-OVR cameras). Any insights on how this issue could be resolved? This is using Unity 2021.1.3f1.
I have an issue thats causing really bad frame spikes. When I started my game using the Universal Render Pipeline template in Unity, I thought it was targeted at mobile applications. Seems I might have been wrong. The issue is that I have no clue how to lower the material passes (if even possible at all) in my project. I don't want to downgrade to built-in since the Universal Render Pipeline makes everything super easy. Does anyone know how I could fix this issue? I'll attach a screenshot of my OVR lint tool below-
in Oculus Integration 29.0, there is a bug that the hand capsules only update on the first frame, when the hand is initialized.maybe it is due to some settings, but the capsule.CapsuleRigidbody.MovePosition and capsule.CapsuleRigidbody.position do not seem to work in unity 2020.3.12f1. here is a quick hotfix with 2 lines of code, which sets the transform of the capsule GO private void FixedUpdate() { if (!IsInitialized || _dataProvider == null) { IsDataValid = false; IsDataHighConfidence = false; return; } Update(); if (_enablePhysicsCapsules) { var data = _dataProvider.GetSkeletonPoseData(); IsDataValid = data.IsDataValid; IsDataHighConfidence = data.IsDataHighConfidence; for (int i = 0; i < _capsules.Count; ++i) { OVRBoneCapsule capsule = _capsules[i]; var capsuleGO = capsule.CapsuleRigidbody.gameObject; if (data.IsDataValid && data.IsDataHighConfidence) { Transform bone = _bones[(int)capsule.Bon
we just set up all the requirements for unity and oculus development, according to the get started guide. when deploying the handsInteraction example project, the quest2 is asking to switch to controller when starting the app.then, in the app we are asked to switch to hand controls, but are unable to go back into the app when hand controls are enabled. i suppose this to be a bug, but can someone confirm this example is working with the latest packages? - oculus quest system version 29.0.0.65.370 (no updates aviable)- oculus integration Version 29.0 - May 24, 2021 (latest version as of today)- Unity 2020.3.12f1 (recommended for VR Beginner tutorial) update:- hand tracking does work in editor playmode via oculus link- hand trackig does not work when deploying to the quest2 via build&run
Hello , i am using the oculus VR object and i want to connect a AR hmd and stick the VR obj to it. the idea is that the person with the AR HMD can see some of the VR object of the person using the oculus so you can have better communication and interact with the person in VR, they can see you too but the problem is that once i start scene in unity the cameras messed up and the AR hmd dont see anything that is suppose to see and the VR HMD see what the AR HMD should see, this is what i get in unity:
Hello, Sorry if it's a dummy question, but I've been playing around with the new Hand tracking feature (which is amazing by the way). However I can't figure it out how to make the items grabbable to work together with the hand tracking. My guess the big issue is due to the hand having colision. Is there a 'out-of-the-box' solution for this case? or is something I should develop on my own?
Hi, is there a way to declare Oculus Integration as a dependency or have it linked somehow to a custom UPM package? I am trying to build a custom core package with Quest hand-tracking setup and a couple of features to be able to reuse them in multiple projects. Since Oculus Integration is available as an asset instead of a UPM package, I cannot reference the dependency in the manifest. Attempt to move the whole Oculus Integration folder from project Assets to my custom package failed. According to this answer from Unity, Unity Asset store packages are a legacy way to share content and new assets should be switching to UPM. Any chances Oculus is planning to switch to UPM soon? I would appreciate any suggestions!
So I'm working on a VR game for the oculus quest using Unity 2020.3.6f1 and have gotten to a point where I am pretty happy with the look in unity. But when I exported it to standalone a lot of shaders were missing, the particle systems, the linerenderers and the UI were all gone. I searched a little and found that putting the associated shaders in the Graphics -> Always Included Shaders, but either the shader can't be added because it doesn't show up in the to-add list and can't be dragged in, or it has to many variants and I need to remove it. Help would be greatly appreciated! Thank you!
I want to clarify because it's not entirely clear from Oculus or Unity documentation. If we use the new XR Plugin Management, should we be using OVRManager/OVRCameraRig or are those supposed to be replaced by the plugin management?
I'm on step 9 of trying to use Oculus in Unity development. The oculus is supposed to appear under Run Devices but its not there. Yes my device is in developer mode already. I am using a USB3 cable. I have allowed debugging and allowed the computer to access files on my Oculus. WHat should I do ?https:// developer.oculus.com/documentation/unity/unity-enable-device/
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