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There's something that's bothering me: I have developed a Unity app which uses Vulkan as its sole Graphics API.After solving a few issues with Unity sneaking in unrequested permissions I managed to get a clear upload on the Dashboard, except for one non-fatal warning: during the validation, the system complains that the manifest reports GLES2 as its graphics API when it expects at least GLES3 but I want neither. How do I properly report that I'm using Vulkan and only Vulkan into the manifest?
We are currently working on a title for Quest and we seemingly cannot have Fixed Foveated Rendering and any post processing in our game. The summary of our issue is that we would like the option of applying dynamic bloom within the game on platforms (Quest 2) that would possibly have the GPU head-room to allow it. At the moment we cannot determine if we have the option, because we are unable to enable FFR whilst also enabling bloom via Unity URP's default Post-Processing. As far as I am aware, any additional blit carried out by URP's pipeline disables Oculus' FFR, meaning we cannot gather the performance data required with both enabled to determine if it is a viable possibility. We're posting here as we can't find any other instances on this forum but it seems this is a known issue over on the Unity forums, but are not sure of the solution, whether it requires a custom bloom implementation on our part, a modification of the URP pipeline, or if the problem can be resolved with
Hello, i am creating an FPS project, and recently replaced steam audio with oculus spatializer. It works great for the most part, however for some reason gunshots sometimes "skip". i cannot pin down the cause for this behavior, but have included a video showing what happens. any help would be great! https://youtu.be/uzpKKvZ_wJM
I am using the following documentation to load a personalized avatar into my unity project: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-unity/We have followed steps 1-4 on this documentation, including creating an oculus app id and pasting it in both the OculusAvatars and OculusPlatform. I am running into two issues:1. The "PlatformManager.cs" already exists in the project (it is included in the OvrAvatar folder)2. When I use a unique name like "PlatformManager1.cs" and continue the remaining steps, my personalized avatar does not load, the standard blue avatar remains.The only console error I get is "Unrecognized message type: 78859427"Am I doing something wrong? Is there an updated guide for including the personalized avatar in Unity? Please help!
Hello Oculus,My project uses assetbundles to allow users to create custom maps. When they package a map, they mark a scene with an asset bundle label, and all of the referenced files within the scene are automatically added to the asset bundle. the only issue is that with the way audio geometry is saved in oculus spacializer, this data is not included. Is there a way to keep "file enabled" ticked without losing the reverb when loading the scene from an assetbundle on a different project?
Hello world, is there any way of finding out the version number of an already installed / added Oculus Integration package in Unity? I couldn't find a ReadMe or another text file or a comment in the included scripts in the project that would tell me which version the Oculus Integration is. Thanks in advance!
Hey everyone.Since we dont have hand tracking in-editor via Link (Guys please tell me this is coming, dont see how handtracking development will take off without it), I´m working on a small tool app to record and serialize hand poses for pose recognition in a game.So, I would really like to have a way to interact with Unity UI. Raycast and click, thats all I need. I tried making my own HandTrackingRaycaster to use with a Canvas, but it doesnt seem to be working. Is there really not a built-in component for this?
https://youtu.be/aYRUYtSFBCw https://youtu.be/8m9zVJL5CyI Just wanted to share this incase it helps anyone. This script moves and rotates the camera in a way that it gives the illusion that you are picking up the entire world and looking at it. (Really looks good with a solid black background)Features:Zoom in/out to point (move from first person to a gods eye view smoothly)Rotate around point (I had 3dof rotation working once but I forgot what I did. Ill update this if I figure it out. )3 dof movement. (Feels kinda like lone echo or the climb when zoomed to first person scale. And when zoomed out it looks like you are moving the world)Very simple also 18 lines of code. In the description on the first youtube link. Ill clean it up and move it into this thread soon.See how I used it in my free app.http://Store.steampowered.com/app/602630
Hello! I am new to VR development, and I am starting a new project by following the setup instructions on Oculus' website. This is what I notice: I have Unity installed, have setup my Quest 2 for Developer mode, and created a new project using the "3D" template.I go to File > Build Settings and switch to the Android PlatformI select my debug device as my OculusI click on the Switch Platform buttonI see Unity install several Oculus assets (takes about 10 - 15 minutes)I then proceed to install the Oculus Integration package, as per the instructionsI see Unity install several Oculus assets (takes about 10 - 15minutes)I then proceed to enable VR Support by installing the XR Plugin Framework, as per the instructionsI see Unity install several Oculus assets (takes about 10 - 15 minutes)I'm finally able to build an example app and launch it in my Oculus Quest 2 ExpectedI expected the Oculus assets to only be installed once and be able to build an app within minutes.&nbs
I'm a bit confused about the compatibility of the XR Plugin and Oculus Integration download from the Asset Store. I need to use the OVROverlay script found in the Oculus Integration Package. This requires the OVRManager to be running - which is normally attached and initialized with the OVRCameraRig. Is it possible to use the OVROverlay without using the OVRCameraRig, using instead the XR Plugin's camera rig?
I've developed Unity builds for Android and wanted to try some of the plugins I've created for different device communication protocols with the Oculus Quest. One of which is the with BLE MIDI using the Android midi API [android.media.midi] (https://developer.android.com/reference/android/media/midi/package-summary).However, I tried a BLE MIDI plugin, and the first thing I noticed running the Unity app was that the midi feature is not supported on the Oculus: if (!context.getPackageManager().hasSystemFeature(PackageManager.FEATURE_MIDI)) { // no midi support }Other Bluetooth communication methods I've tried:I can connect BT and BLE devices to the Oculus, so I can see the device, but without the MIDI feature, the most likely other option would be to connect to the device over GATT and communicate through a custom GATT service (possibly HID). 1. Bluetooth Classic Serial Communication (THIS WORKS):I have a plugin that works with Bluetooth serial with the
I am attempting to get my cross-platform Unity app certified for the Mac App Store, and am getting several validation errors related to the OVRGamepad.bundle shipped with the Unity OVR package (we support VR on Windows): Unsupported Architectures. Your executable contained the following disallowed architectures: '[i386 (in <myapp>/Contents/Plugins/OVRGamepad.bundle/Contents/MacOS/OVRGamepad)]'. New apps submitted to the Mac App Store must support 64-bit starting January 2018, and Mac app updates and existing apps must support 64-bit starting June 2018. After examining this file, it looks to be a universal binary containing both i386 and x86_64 architectures. I can strip out the i386 arch, but it would be nice if these were packaged as separate files so I don't have to do surgery to separate them. Invalid Bundle Identifier. The application bundle contains a tool or framework [<myapp>/Contents/Plugins/OVRGamepad.bundle] using the bundle identifier '', which is
Hi friends!I have a couple compute shaders in my unity application. Everything works well in the Unity editor using the oculus link, but when I build and run on my headset - one of the compute shaders reliably fails. After toying around with the code a bit, I noticed that this error seems related to the number of compiled lines of code in the shader.The original kernel (that doesn't work in the build) was: float nx = states[id.xy].x; float ny = states[id.xy].y; float nz = states[id.xy].z; if (prevStates[id.xy].x >= 1) { nx = 0; } if (prevStates[id.xy].y >= 1) { ny = 0; } if (prevStates[id.xy].z >= 1) { nz = 0; } states[id.xy] = float4(nx, ny, nz, 1); which compiles toCompiled code for kernel SetToZero: #version 310 es #extension GL_EXT_texture_buffer : require layout(binding=0, rgba32f) highp uniform image2D states; readonly layout(binding=1, rgba32f) highp uniform image2D prevStates; ivec4 u_xlati0; vec3 u_xlat1; bvec3 u_xlatb1; layout(local_
Hi EveryoneI am trying the Distance Grab scene on a URP project with both Unity 2020.2 and Oculus Integration (v27) and I got several objects in Pink and another error "NullReferenceException: Object reference not set to an instance of an object OculusSampleFramework.DistanceGrabberSample.Start () (at Assets/Oculus/SampleFramework/Usage/DistanceGrab/Scripts/DistanceGrabberSample.cs:63)"For that reasonDoes anybody how to fix it?Thanks for your helpBest RegardsAlejandroNote: I got the same error in a 3D project...
Hi Everyone,I opened a URP project on Unity 2020.1 and imported the new Oculus Integration plugin version ( v27)to it and upgraded the project materials to URP. After that, I opened some examples of it and I got some objects/materials in Pink. I also got some errors in the Unity Console-" Instantiating material due to calling renderer. material during edit mode. This will leak materials into the scene. You most likely want to use renderer.sharedMaterial instead." -"Component GUI Layer in Main Camera for Scene Assets/Oculus/VR/Scenes/Trivial.unity is no longer available"It seems that the Default- Material in the Pink object was not converter to Lit one, for that reason, Does anybody know how to fix it? Thanks in advanceAlejandro
Whats does this mean?Assets/Oculus/SampleFramework/Core/HandsInteraction/Scripts/HandPhysics.cs(110,22): error CS1061: 'OVRPlugin.BoneCapsule' does not contain a definition for 'Points' and no accessible extension method 'Points' accepting a first argument of type 'OVRPlugin.BoneCapsule' could be found (are you missing a using directive or an assembly reference?)Getting this after updating Oculus Intergration
Hello, we recently ported an app from quest to rift so it runs natively on PC, the main function of the app is to play 360 videos. The app needs a codec to play these videos properly. If I understand the oculus store guidelines we must not create an installation executable and upload that to the store, we need to upload the app in a zip file. What would be the best way to deliver this codec to the end users?
Hi, I know how to get a public variable to show in the editor. (no biggie right)And there is of course no problem to do this to customize OVR scripts. But... in some OVR scripts this is not possible, but no problem in many of them.I can customize the script and send variables and data from other scripts.But I can't find a way to set a public or serialized variable to show up in the editor. What the fudge am I missing?It's driving me nuts! I have tried: public bool isAlive; [SerializeField] private bool _isAlive; I have even tried placing them between the scripts original public variables.Nothing in the editor...
Does OVRManager.boundary.GetConfigured() and OVRManager.boundary.GetGeometry() work at all in unity for oculus quest? It's always returning 0 points.
Hello. I have been trying to make a Quest 2 game today. I followed a tutorial by Valhem, but when I run my game, I see three dots and then it freezes my Quest 2. I don't know what happened. When I run my game, my only option is to turn off or restart my Quest 2. Nothing else works. I will attach my .apk. Please help!I can also link the tutorial if nessecary.APK: https://www.mediafire.com/file/ecjohhrscd7gbxj/GUARDIAN+-+Copy.apk/file
Good morning,I'm new to the forum, so thanks to whoever will answer my question. I tried to make my preview mode in Unity work with my oculus Quest 2, but it seems it is rather difficult, although i tried to follow many guides/tutorial and searched through the forum. What i want to achieve:As a developer i would like (if possible) to have the preview mode of Unity working directly in the editor with Quest 2, this means that if i click the play button i would like that my app starts and i can use the Oculus Quest 2 Controller + Hands tracking to interact with my application (for example just keeping the Oculus on top of my head in order to be able to change the code and "refresh" the app, without the need of re-deploy to the device). What i was able to achieve:Oculus is recognized from my laptop, everything works as expected, and i can build and run my application inside the device with no issue. It is just the preview mode that does not work inside Unity. The question:Is
Hello, I have uploaded my application to ALPHA Release Channel and it has 2 expansion files associated with it. From the application, I am able to list the files and get their ids using GetList() but i am unable to download them using downloadAssetFile(asset.AssetId). Although the NotificationCallback gets called, the value of BytesTransferred and BytesTotal always remains 0 and the value of Completed remains false. READ_EXTERNAL_STORAGE permission has also been added to the Android manifest file. Can someone please tell where I could have gone wrong ? ThanksNithin
I am receiving an error "Unable to find OculusXRPlugin" even when I do not have the Oculus XR Plug-in Provider enabled in the XR Plugin-in Management Settings. Why is it attempting to find/load this plugin when the provider isn't enabled? I have a single code base that supports three different VR headsets and a build script that enables the proper provider. This works for 2 of the providers but now having added a third, this 3rd provider doesn't work properly unless I completely uninstall the Oculus XR Plugin package. I would prefer to leave all of the providers in the code based and selectively enable as needed.
I have already got the permission for WRITE_EXTERNAL_STORAGE.But DownloadHandlerFile of UnityWebRequest cannot create file in sdcard/Download location and always failed.What is the cause?Is there someone to resolve such issue?
I'm working on a simple game where a 3rd person player is controlled by the 2d axis movement on one of the controllers. The movement is camera relative. Depending on the direction the headset is facing, the 3rd person player moves in the appropriate direction. Everything works fine when testing the game in Unity. When I build and run the game on Quest (or Quest 2), I get some unexpected behavior that I can't figure out.On Quest, the 3rd person player immediately starts moving (without any 2d axis movement on the controller). I used adb to stream the actual input, and it appears that the primary2Daxis is throwing off a value (even though I'm not pressing anything). As well, the 3rd person player responds to head rotation differently, almost as if there is head rotation alters local direction, rather than global direction as it should. I've got no idea how to troubleshoot this as the behavior is so different in-engine. Any thoughts on where to begin?&n
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