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Special news for VR developers! 🔥 Working on a VR app and do you want to expand your reach to new markets? Read on!Me and my team are working on an incredibly helpful plugin you can use if you are working with Unity Technologies . 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.It will be available in a couple of months and we are looking for testers. Interested? Sign up for the waiting list at https://www.vr-tablet.com Or reach out at support@vr-tablet.com
Hi, I'm wondering if it is possible to test a multiplayer game that uses the oculus p2p api for its networking by running an instance on your headset and an instance on your PC with no headset. I am developing in Unity and this would speed things up considerably.
Anyone have this combination working? Maybe I could get a copy of your Unity project? If I use the Zed_Stereo_Rig prefab, it works, but I get strange rotations on the pass-through quads in the Rift. There's no updated documentation on GitHub (unity package) or Stereolabs developer for the new Unity package. I have posted on the Stereolabs Community forums, but no responses.
We are developing a VR app for the oculus go. The videos we're using are prerendert from a 3d Software, 4096x4096px, 360 degrees, stereo (top/bottom) h265 encoded. Actualy im using the Unity standart video player, render2tetxure and display on a large sphere. At every end of a video we stand on a crossing and blend in multiple arrows for the user to choose the next path.That all works well. But now i got 2 questions. 1) Is it possible to start a video from a given frame ? (lets say frame 100) When im setting video.frame and call play(). The video always start from the first frame. 2) Can the videos that the user possibly can choose at a crossing, be prepared when reaching the end of the current video. How can this be done ? Can this be done in background while still playing the last frames of the current video? There is a maximum of 4 possible videos per crossing. At last some screenshots for you to get an idea what it will look like. frame-00
I use Oculus LipSync in my application for Quest and Rift. Articulation works fine. I can record facial blendshapes with my code and then playback the recorded articulations via C# code later. Now I am trying to record the speech while Oculus asset performs lipsync. But I cannot get the sound from microphone because OVRLipSyncMicInput.cs starts capturing sound from microphone into temporary audioclip with 1-second duration, therefore my recording from microphone conflicts with Oculus code. How can I record the sound during Oculus lipsync to play it later simultaneously with recorded lipsync? I use Unity 2019.4.25f1, Oculus Integration 28.0.
Hi, I'm trying to make interactions for objects / UI.It's pretty simple when using OVRHands and InteractableToolSDKDriver, but when using the OVRCustomHands, there doesnt seem to be anything..Does anyone know how to add that functionality to OVRCustomHands, such as clicking on buttons, the ray tool etc. Thanks RegardsSøren
Hello. I am trying to figure out how to use the OVRInputModule in my game with 2 controllers. I want to have 2 laser beam that comes out of each controller, very similar to how the UI works in the dashboard. However, I can only get one laser to move and be attached to its controller at once. This is my hierarchy. And these are the details of my EventSystem In the OVRInputModule, if the RayTransform and Cursor are set to the ConquestOVRLaserPointer that is a child of the RightControllerAnchor, the laser attached to the right controller will move when the right controller does, but the left laser will not move. If, on the other hand, I set the RayTransform and Cursor to the ConquestOVRLaserPointer that is a child of the LeftControllerAnchor, then the laser attached to the left controller will move when the left controller does and the right laser will not move. Since there is only one on RayTransform and Cursor slot, how do I get it so that the lasers attac
Hi everyone, I'm trying to take advantage of the improved image clarity that OVROverlay provides compared to standard Unity UI to render interfaces.I have a scene with multiple tablets that the user can grab and interact with, and since these can be moved arbitrarily using grab manipulation mechanics, I need to make sure that they a) intersect correctly with the scenario and b) intersect correctly with each other or at least can have their sorting order changed at runtime depending on which one is in front.I already managed to make it work by using OVROverlayCanvas and having OVROverlays in underlay mode. But I cannot get the rendering to meet all conditions:If I set overlay.noDepthBufferTesting to false, I get correct intersections between the two tablets but they will always render on top of the scenario. There is no depth interaction between the overlays and the 3D.If I set overlay.noDepthBufferTesting to true, which the OVROverlayCanvas component does by default, I get ni
Hello all, I'm a Quest user keen on Hyperdash, Pop One and Blaston. My company is looking for a UK based VR developer to work with on a project. We would like to build something akin to Wrench and Car Mechanic but for a different purpose. I know Wrench uses Unreal and Unity could probably also be used. I'd be really keen to connect with people to discuss the project, whether interested in participating or people who could recommend the right people to speak to. Thanks
Hi, I am just getting my new PC setup and I am trying to get the play in editor feature to work so that I can just hit the play button and run the game. I have the quest 2 hooked up through a link cable and I can get the game to run on it when I press play I am not getting any kind of rotation from the headset or the controllers. It seems like it only tracks position. When I deploy to the device it works as expected. Does anybody know what it could be. I put a breakpoint inside of TrackedPoseDriver.OnRotationUpdate and it never gets it, though I did verify that the action is binding. TrackedPoseDriver.OnPositionUpdate on the other hand, does get hit. Thanks
Hi,is there a reason why Oculus.Platform.Models.Error does not have a property for DisplayableMessage and Oculus.Platform.Message does not use ovr_Error_GetDisplayableMessage to set this property? using latest unity integration 28.0. kind regards,anders.
So, I created a test scene to test controller presence and functionality following a guide I found online. The only problem is, whenever I hit "Build and Run", it doesn't build it onto my headset. I found this out when nothing was working and I tried removing a cube. Sure enough, it was still there. I removed the project and tried to rebuild it. Still nothing. Any ideas? Thanks in advance for any help!
Hi,is there a more detailed documentation on how to use the "Required Assets" workflow in Unity for Oculus Quest?The docs just cover it briefly in "unity/ps-assets/" (can't post links yet unfortunately)I want to have a large 8GB video file as "Required Asset" file and use it in the Unity Video Player.How does this work together with the Unity AssetBundle System?How do I exclude the original video from the .apk?How do I reference the video from the "Required Asset" file in the Video Player?I first want to test this locally and not use the Oculus Store but push the .apk locally with ADB.Any help would be very much appreciated!
I keep getting 'DllNotFoundException: libovravatar' this error.In Update() calling this 'IntPtr message = CAPI.ovrAvatarMessage_Pop();'.I haven't made any changes to this file and just imported the Oculus Integration package from the asset manager.
I get this behaviour when i try to implement the overlay keyboard iniside oculus quest, any help will be appreciated.
Hi all! So I've been implementing the Oculus SDK authentication code into my PC VR game, but it seems that when the Oculus PC client is inactive and needs to start together with the game, Users.GetLoggedInUser() does complete but Users.GetUserProof() does not complete which results in my app hanging. Is there some kind of fallback I can use to detect if something is stuck? I know that there is a fallback where the request itself is NULL because the Core hasn't been initialized yet. However the Core already has been initialized, so the user now waits forever to let Users.GetUserProof() complete. There is, of course, one way to resolve this and that is by using Coroutines, but that's a cheesy way to fix it and I would like to do it as neat as possible. I'm looking forward to your responses! - Maarten
48 programming hours straight, for the life of me I cannot find out which Hand is holding the item ??? LTouch or RTouch ???? I Edited My OVRGrabber Script : protected OVRInput.Controller m_controller; public OVRInput.Controller GetController() { return m_controller; }ASSUMING Something Like This Will Shoot Only If The Trigger Is Pressed On The Same Hand As The Grabbed Object void Update() { OVRInput.Update(); if(OVRGrabbable.isGrabbed && OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRGrabbable.grabbedBy.GetController())) { simpleShoot.TriggerShoot(); } } Why is this not working or is there a better way to keep track of which item is
So I'm trying to test out my Unity stuff with my Quest (I just started) and all I had was a flat plane as a test. However, when I press the Build and Run button, it builds it and runs it on my Quest, but I get stuck on a rapidly flashing Unity logo with tons of errors. Any help would be appreciated! And I did install the required components for it, I followed a guide.
Hi, my reflections and reverb work fine in the editor, but they dont work when i build the game. does anyone have any ideas why this may be happening?
Hello, I am doing a multiplayer VR game using the Oculus hand tracking system. I face a problem that the players could only see their own hands because only one OVRcameraRig allowed being activated at each player's scene. If I active two OVRcamera in the scene, the player's camera will be locked. But the OVRhandprefab was should be attached to the OVRcamera. I tried to remove the OVRhandprefab out, but the camera couldn't track my hand anymore. So, how do make the players see others' hands in multiplayer VR games? Thank you!
Is there resource we can use in order to get the Oculus launcher's hand gesture UI design( the cursor ,raycaster and pinch) implement inside our own app?Exactly this one :https://scontent-arn2-1.xx.fbcdn.net/v/t39.2365-6/10000000_600036094260240_6384613036823934243_n.gif?_nc_cat=104&ccb=1-3&_nc_sid=ad8a9d&_nc_ohc=cMvSJpPDR6EAX9ph0-r&_nc_ht=scontent-arn2-1.xx&oh=079a9909c3704d1dd2fbca7e3416c907&oe=60B96C53
Version 1.41 of our integration for Unity has been released!The Oculus Integration for Unity package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide.You can grab the latest version of our Unity Integration here (through the Unity Asset Store): https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022More information, as well as general known issues with Unity, about this release can be found here.New FeaturesAdded support for “Low Overhead Mode” in Player Settings for Android applications. Applications that use OpenGL ES can build release apks that will will skip error checking and improve performance of the app
Hello, I'm developing for Quest 2. I am wondering if there's a way to automatically press and hold the Oculus Home button (on right hand controller) from within the app. Rather than bringing up the Oculus home menu, I need to do this to reset the position of the user in the virtual environment, after they have wandered away from a central location (this game utilizes 6 DOF and is carried out standing up). For some context - users are moved along 'tracks' within the game by gazing in certain directions. They should only be able to walk away from these tracks for very short distances - hence the necessity to reset position. In the documentation that describes the Map Controller inputs, it looks like the Oculus home button is reserved. If it is not possible to access it within Unity, is there any other way around this (to achieve this spatial position and orientation 'resetting' function?)Wondering if I may need to resort to a custom function. Thanks in advance!
Hello,Sometimes when firing a weapon, it sounds like the sound is playing twice. the map in the video below has no onsp geometry, though the glitch also happens sometime with geometry defined. this bug is also kinda rare, and only happens sometimes.https://youtu.be/0-NE_Kiug6Y
I'm developing for my quest 2 and I have it connected to my computer.When I go to Oculus > Tools > Oculus Profiler Panel, a popup shows up saying "Android SDK Not Found". Please ensure that the path is set correctly in (Edit -> Preferences -> External Tools) or that the Unity Android module is installed correctly."I do have the Android SDK on my computer already.Here's what showed up already when I went to Edit -> Preferences -> External Tools: The popup then disappears and takes me to the profiler panel, but I can't set the SDK path there.The oculus instructions say I should be able to expand "Android Tools" and set the SDK root path there, but there's no input field there that I can click on. What should I do here to fix this?
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