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I am having trouble getting off the ground using my headset in Unity VR. When I connect my Quest 2 to the app, it removes the developer toggle from the list that was there before I connected it. I am prompted to finish setup in the device, and when I got to the device, everything is set up and developer mode is already on-see vid. When I go to add an android device in my build settings, it is stuck in looking for devices mode. Any advice would be much appreciated.
Hi, I'm developing a roomscale game and I use OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary) to create a custom in-game visible boundary so that the player can align their playspace to the in-game playspace as they like. As part of this process they may decide to update their guardian, but then the geometry I previously fetched is out of date. One way to solve this would be to have an in-game way for the player to reset the in-game boundary and I would then just refetch the boundary. However, I'd prefer to automatically detect any change. I can't for the life of me find an efficient way to do this or any events. My other thought is to just re-fetch and re-build the in-game boundary every couple of seconds but that also feels a bit lame 🙂 Help!
Hi,I'm implementing DLCs on my project. I've uploaded a build with an extention file that I can see on the Oculus Dashboard and it's there on the Alpha channel. Everything went smooth.From the application though if I call "AssetFile.GetAssetDetailsList()" it doesn't return any DLCs. I've attached my full code. void OculusDLC() { try { Core.AsyncInitialize().OnComplete(OnOculusComplete); } catch { Debug.Log("ERRORE"); } } void OnOculusComplete(Message message) { &
Hello,currently I'm working on a project that needs to record what the user is observing in the Oculus Quest 2. The recording should be triggered by an UI button that the user can use whenever it wants.I didn't find any dedicated asset for this purpose, but I found a solution for Android, in particular a screen recorder: LINKI tested in my smartphone and everything is working fineI tested in the Oculus Quest, the build has no errors and the application doesn't crash during the use with the headset. The problem is that the videos registered are empty!The code responsible to setup the video and start recording is this:private void Start() { DontDestroyOnLoad(gameObject);#if UNITY_ANDROID && !UNITY_EDITOR using (AndroidJavaClass unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) {
I'm not entirely sure this is the right place to post about this, but this link: https://developer.oculus.com/reference/unity/latest/, which is supposed to point to the Oculus Unity scripting reference, is broken. This page: https://developer.oculus.com/documentation/unity/unity-reference-scripting/ references it. I can't seem to find the scripting documentation anywhere else. (thanks!)
I can't get the bloom effect to work for OVRCameraRig. I'm using URP. Does anyone have any idea?
According to the hand tracking documentation, there should be a dropdown under the Quest Features section of the OVRCameraRig but the only options I have are "Focus Aware", "Hand Tracking Support", and "Requires System Keyboard". I am using Unity 2019.4.16f1, Oculus XR Integration 1.9.1, and have set my device as the Quest 2. I upgraded the plugin to the available preview version but still don't see such a setting on the prefab. Is the documentation just well ahead of the feature (first time I'd have seen that!) or do I have to change something to enable the feature?
I'm trying to develop a game for the oculus quest, in which you can play a guitar. The guitar takes two hands to operate, and after a while of searching I haven't found anything within the Oculus Integration Package that makes this possible, and the advice given was to switch to unitys VR-SDK, XR.It seems like a really stupid limitation, not being able to grab something with both hands. It must be possible, right?Would greatly appreciate any and all help, Thank you! 😄
I'm currently evaluating how feasible adding a native Oculus SDK version of Holodance is and the greatest challenge I see so far is porting our approach to loading scenes over.The way we currently do this is based on Valve's SteamVR_LoadLevel example. In a nutshell: Set the skybox for the compositor, set a load texture in front of the player in the compositor, fade the game to the compositor, once that is done, stop rendering to VR (because the player now only sees what's in the compositor), start loading the scene and wait until it's done, do other things that could cause hiccups like prewarming shaders and a garbage collection round, start rendering to VR, fade back in. Play.In addition to what the standard SteamVR_LoadLevel does, we render a preview of the level that is being loaded, with some text and a progress bar using Unity UI, into a RenderTexture that we also show and update on changes in the compositor. Also, to make things a little more fancy, we have several textures on qu
Hello, We recently submitted a Quest build but got the following Security Vulnerability Review Test Results:Unsafe SSL TrustManager DefinedUnsafe HostnameVerifier Defined Within the Unity Editor, how can I solve these issues? I am not aware of using anything like this in C# within unity.Thanks!
When I use the oculus controller certain inputs mapped to the gamepad also get triggered. For example if I press A on the right oculus controller the A button on my xbox controller gets triggered and when I press the grab trigger the RB on the xbox controller gets triggered. I'm using the oculus rift cv1 , unity 2019 and the old input system. Any help how to solve this issue?
What should I do if I want to connect wahoo cadence sensor (compatible with Bluetooth 4.0 or newer and ANT+ enabled devices) with Oculus Go? If I build an app using Unity on Oculus Go. How to get the data from the sensor?
Hello All!I have been looking through the forum and I have found some of my answers, but no one has posted the actual solution.I would like to scale the OVRCameraRig. I have a full size room, like a living room, and everything looks fine. However, I want to shrink this room down to something small ( or scale up the player ) so the room would look like a doll house.I know I can scale down the entire environment, but this causes a lot of shaders to freak out so I want to avoid that.In other VR packages, you would just create a Empty GameObject and put the CameraRig as a child and scale the parent. That doesn't seem to work for Oculus.Any suggestions?Thanks!
So I'm developing a VR game with a full body avatar for the Oculus Quest. I've already developed the Player Rig for SteamVR and would like to convert this to Oculus. I've managed to get the arms and legs working, but now I need to rig the fingers properly. For steam, I can listen for a function called RenderModelLoaded and it would tell me when the hands are there and available. When those hands spawn in, I "link" the movement of the SteamVR fingers to the fingers of the full body avatar. So when using the Index controllers, the player has finger tracking. Following the same architecture. I'd like to use the hands that spawn in from the OVR Avatar, but I don't know if there's a function I can listen for or an event I can subscribe to that says "Hey the hands have loaded" now rig the avatar.I'm curious as to how others are currently detecting when the hands have loaded? I've also thought about creating a set of custom hands that get loaded and was curious as to how other have approached
Our application is for VR oculus in the field of medical educationWe want to create a main application and add different medical scenarios to it We have 2 scenarios at the moment and these scenarios will increase in the future,Now we want to load the scenarios dynamically in the server and display them in the main application and the user can enter the game by clicking on each scenario I searched the internet and the asset bundle could be a good option to implement this method, but the code does not load in the asset bundle Can you suggest a better solution?
In Unity 2019.3 what are the steps to render Oculus Avatars using the Universal Render Pipeline?They currently display as pink.
Hi there, i am currently experiencing 2 issues.The first is that whenever i connect via my link cable to the Quest 2, after attempting to enter PCVR through the link button from the quest 2 device, all i see is a black screen or sometimes 3 dots. I have been told a solution to this is to reduce the resolution on the oculusdebugtool, however, when attempting to run this tool in the oculus-diagnostics folder, i get an error message which reads: "Unable to connect to service. Unable to locate LibOVRRT symbol: ovr_GetControllerPositionUncertainty Error code:-3023 Version: 23.0.0.43.517.Does anyone have any idea how i can solve these problems?It would be much appreciated :D!!
Hello,Right now to record the video of my game on Quest I should go to the Oculus menu, start recording from there and then return back to finish it.What I want: press some button in-game and record the video without jumping between the game and the Oculus menu.I don't see any API to implement such a thing. Does it possible to give access to developers to video recording feature?It also can be cool to control where users can share the video: not only on Facebook for example but also on Instagram.
You can try our beta #VRtoTablet plugin soon & we are looking for testers! 😍 Port your VR app to touch devices and easily expand your reach to new markets! Subscribe at: https://www.vr-tablet.com.Me and my team are working on an incredibly helpful plugin you can use if you are working with Unity Technologies and the XR Toolkit. Our new plugin will make it possible to easily export your VR experience to touch devices such as tablets and mobile. No more letting others 'watch along' via a tablet, but truly interacting and playing the experience itself! No coding changes required.We are looking for testers! Interested? Sign up for the waiting list at https://www.vr-tablet.com
Recently, my game no longer starts with the view centered. My view starts back from where it will end up after I hit the oculus button and recenter the view. In my world, I am inside a large hollow sphere. I used to start at the center of the sphere, but now I start at the back of the sphere looking at the front. If I recenter my view, I am correctly placed at the center of the sphere where I expect. This appears to be happening 100% of the time. This didn't use to happen. It started recently. However, if I synch to older versions of my project, even if I go to versions before I updated my oculus integration, the problem still exists. Any ideas?
Hello,currently I'm working on a project that needs to record what the user is observing in the Oculus Quest 2. The recording should be triggered by an UI button that the user can use whenever it wants. I didn't find any dedicated asset for this purpose, but I found a solution for Android, in particular a screen recorder. It's a simple asset that i tested in my smathphone at it's working well (record the screen using a button from the UI, and save it to the gallery). The asset can be found here: https://github.com/thanh-nguyen-kim/Unity_Android_Screen_RecorderThe guide can be found here:https://killertee.wordpress.com/2018/01/08/unity-android-record-game-screen-with-audio-using-your-ad-hoc-plug-in/After importing this asset in my project in order to test this "screen recorder" with the Oculus, the application crashes provably with the error:E Unity : AndroidJavaException: java.lang.NullPointerException: Attempt to invoke virtual method 'void android.media.MediaReco
Hello! I'm looking for an event or callback for when the player exits (or re-enters) the Guardian. I can't seem to find anything relevant in the documentation reference. In my game, the player configures the in-game environment to their guardian. When the player exits the Guardian accidentally and then re-enters, the in-game environment doesn't align with their guardian anymore. I need to tell them to redo the alignment. It did occur to me that I could use OVRBoundary.TestPoint and test against my user's head, but I'm not excited about manually polling that every frame *and* I don't want to worry about false negatives.
Hi, I'm having an issue with android version not updating. I'm developing an apk with Unity3D for the Quest and Quest 2. The first submission on AppLab came back with some feedback which I've addressed, and I tried to upload a new build for submission. The issue I'm having is that while trying to upload a new build, it throws an error and tells me that I need to +1 the build number. I've done this in the Unity editor through OculusPlatformSettings with no luck. I tried again with generating a store-compatible AndroidManifest.xml and changed the [android:version=="1"] to 2 myself, built, then tried again with no luck. Lastly I went through the link I was provided with the error to install Apktool and use that which I've also tried, again with no luck. Something seems to be setting the version number to 1 or failing to successfully set it to 2. Any help would be greatly appreciated!
We started the submission process for AppLab with a very specific package name.When we try to build and run the app that uses that package name, the app doesn't start and when it's launched it just stops and you get back to the main oculus menu.Whatever other package name works fine, that is the only difference between working builds and not working ones. Has this issue ever occurred to anyone else?This specific thing, is really blocking for the review progress, of course.
Hello,I'm developing an application that should record the VR experience in a video and store it in the "gallery" of the Oculus. The script that I'm using in unity is developed for Android devices, and the path that is considered is this one: System.IO.Directory.CreateDirectory(Application.persistentDataPath + GALLERY_PATH);where GALLERY_PATH = "/../../../../DCIM/VideoRecorders"; My questions are:Is this path recognized by the Oculus Quest?Can I access to the gallery of the Oculus while I'm using it in the developer mode?Thanks,
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