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I've updated Oculus Integration to version 25.0 and SteamVR to version 2.7.3 (sdk 1.14.15). Now everytime I use the [CameraRig] and OVRCameraRig prefabs, the controllers won't show up, neither map the corresponding inputs. Also, I think there was a recent update for Quest 2. Before all of that, controllers were working normally. At first, I thought it was an issue with my project, but since it also happens in a new clean one, I'm almost sure it has to be a plugin issue.
Hi there, I'm developing a simple app in Unity and wish to be able to switch between starting in non-VR mode, then switching into VR mode. This is much in the same way as the Samsung Gear 360 app does when you click on the "View on Gear VR" button on the top-right. When enabling "Virtual Reality Supported" in the Android tab of the Unity Player Settings, the app will always require the Gear VR to start up, which is less than ideal. And once its running there's no way of switching out of VR, even when a script disables the suggested "VRSettings.enabled" flag, which simply doesn't seem to do anything.So does anyone have any ideas?Thanks in advance!
Hi, how can set the project I'm working on to 3DOF only?I disabled "Use position tracking" on the OVRCameraRig component, it kind of works, but the visual result is quite different from disabling "Tracking" on the device ( quest 2 -> Settings -> Device -> Tracking).The device tracking turned of behaves as it should, but disabling it on the CameraRig distorts the panels a bit when looking around, looks really bad. Is there another way to force the app to go 3DOF?
Is it possible to remove the 90FPS limit to benchmark my game's performance?After building and running my game, it runs at way over 90 FPS as long as I don't put on my Rift CV1. As soon as I start wearing it and the sensor inside it detects it and turns on the HMD screens, the application framerate is limited to 90FPS, meaning I cannot effectively benchmark the framerate. Is there a way to disable this somewhere in the Oculus settings?
For some reason, Oculus SDK is trying to access Horizon during the runtime of my application. Would anyone happen to know why or how to disable it or if someone from Oculus would tell us when this is going to be fixed?
Hi,This message above is driving me crazy.I can not find a real answer to the question in the title of this discussion. Yes, google it ! All you find are documentations throwing you here and there.Nothing here : https://developer.oculus.com/blog/everything-you-need-to-know-to-develop-for-oculus-go/Nothing here : https://developer.oculus.com/distribute/latest/concepts/publish-create-app/Nothing here : https://developer.oculus.com/distribute/latest/tasks/publish-submit-app-review/OutDated : https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/ (talks about a package name that does not appear in the manifest).-> I have already released a full game for Oculus RIFT.-> I'm porting it to Oculus GO.-> The App works great in Oculus Go when I Build & Run it from Unity-> I'm NOT in developpement Build in Unity>Build settings-> I HAVE a package name in player settings>Other settings-> I have removed any OSIG fil
Hi, We are regularly building our game. And we always use Single Passed Instanced Rendering for Rift PC and Single Pass for Quest. Recently it turned out that the build is not rendering right eye correctly. Right eye is rendering only UI elements, and left eye seems to render everything two or three times, but duplicated elements are in totally weird positions and they move when we move head or hands in VR. Only MultiPass rendering is working, but because of performacne reasons on Quest especially, we can't really use it. We tested different(earlier) commits in our repository, but for different persons different commits are working, and different commit's don't. We also looked through all the changes, and we didn't do any ProjectSettings changes, Shaders changes, or Rendering Changes, that would cause Right Eye to stop rendering correctly. What we've found extremally weird is that when we switch a License(for another Licesne we have purchased for our studio) in th
I have a unity project with Oculus Integration Imported, but I don’t know the version of Oculus Integration Imported. How do I know it?
I am currently using the OVROverlay system when the player is loading certain data to avoid headtracking issues.Right now, I have two overlays in the scene:1. A cubemap with a custom texture2. And a quad to display loading progress.Overall, the system works, but I would like to be able to fade in the overlays rather than just turn them on and off.After a tweak to the Texture2D Blit.shader file (just manually adjusting the alpha value of the final color), I was able to get the quad fading in and out, but making the same change to the Cubemap Blit.shader file doesn't seem to actually do anything. So, I was wondering if this functionality is actually possible?
Hi,I'm developing a simple app for OculusGO with Unity3d (2018.2) where the user can choose a 360 video from a library and play it.I used the CurvedUI plugin and TextMeshPro for the text to reproduce the library feeling of OculusGO but after a lot of work I wasn't able to achieve the desired result because the texts and images resulted al jittery.I'm trying now with the OVROverlay and I can get a really nice result but I can't get the laser beam to work correctly.In the semple project of the SDK the laser beam interacts only with a Canvas that is rendered without overlay.What do I have to do in order to make the laser beam work with the OVROverlay? For the record, I'm using the UIHelpers prefab laser beam.Cody
Hi all,I'd like to understand the capabilities and limitations of OVROverlay better. We're currently investigating if its possible to render an OVROverlay (with a call, from, say, an Android library within Unity) and then interact with that overlay, much like the system UI does (a compositor layer is opened and catches interactions that are not forwarded anymore to the running app).From the docs, I can only find hints for rendering overlays and underlays, but nothing about interacting with them.Is that possible? If yes, are there any docs on how to achieve this effect?
Regardless of whether or not you are using headphones/earphones, OVRPlugin.headphonesPresent will always return false. Can you please either mark this method as non-functional or implement it? Really confusing to have methods that do nothing.
Hi, if I develop using the Oculus Integration package will the scripts provided work with Vive and Windows Mixed Reality headsets, or do I need to use the XR platform?Thanks.
Hi everyone, Myself and one other person are developing an immersive music application for the Quest 2 using Unity and have run into an interesting problem. Currently we are building in Unity 2019.17.4 We have a canvas and set of sliders linked to EQ parameters on our master mixer (the idea is for people to be able to EQ the music within the environment). The problem we are running into is that when we test the application in play mode on PC we are able to hear the effects of the sliders and EQ. When the application is built as an apk and put on the Quest 2 you can barely hear any change in signal processing, almost as if it isn't working. This includes using the speakers built into the Quest 2 and when using headphones. I'm open to any suggestions if anyone has an idea of why it would not be working. Thanks everyone!
Oculus Integration Package: v25Unity Version: 2019.4.4f1Operating System: osx 10.15.4 Reproduction Steps: 1. Import Oculus Integration Package v25 2. In a new Unity scene, add a component that includes and triggers this code which creates and catches a NullReferenceException. try{int[] nullArray = null;int i = nullArray[0];}catch (Exception e){Debug.LogError("Got exception in array access: " + e.Message);} Note that the exception is properly caught and logged. 3. Add an OVRLipSyncContextBase component to the scene on an active game object. 4. Play the scene and then trigger the exception generating code above. Note that the exception is no longer caught and Unity editor crashes. I have tracked the issue to this DLL call in OVRLipSync.cs. After this call, the nullref exception catching no longer works. return (Result)ovrLipSyncDll_CreateContextEx(ref context, provider, sampleRate, enableAcceleration);
How can I ignore the head-controlled gaze pointer and just use the oculus go controller? I don't need the head-controlled gaze pointer for my app, but it keeps overriding the hand controller when I export the project.I am trying ro find a way through OVRGazePointer, OVRInputModule and OVRRaycaster scripts without success...Thank you very much
Hi all,I need help with the multilingual keyboard.The app successfully printed the keyboard, but it cannot be converted to Korean or Japanese.I'd like to know if there's a solution.I need help.
In the "Down the Rabbit Hole w/ Oculus Quest" post for the Oculus Quest, the following is mentioned:Finally, discarding a fragment in the middle of a fragment shader (via discard, alpha test or clip()) causes the GPU to re-render the entire tile, and should be avoided in all shaders.I'd normally post the link but my account is too new, so you'll need to Google for it. It should be the top result for "down the rabbit hole oculus quest".How would you go about conditionally rendering fragments with the URP and Shader Graph?Specifically, the game's design has regions where objects are not rendered.Imagine you have a plane. That plane can move. All shaders receive that position and only draw whatever is on one of the two sides. This is currently done in an Opaque PBR shader graph with an alpha clip value of 0.5. The shader sets the alpha to 0 or 1 depending on the world position relative to the plane's world position.Don't worry about the holes that are caused by looking through partially-r
Hi! I am a VR game developer. How can we get the video stream in Oculus quest2 in Unity3D?I am using unity3d.- I want to export the video capture by the four cameras.- I want to get a video of the surrounding environment shown in the display.Can I do this using unity3D pkgs?Are these functions contained in the Oculus lib?
While using the Oculus Go on a build of the "Locomotion" scene from the Oculus Integration package, I notice that the "teleport" function will occasionally cause a glitch where I "skip" between teleport portal nodes and end up flown into a different location.When I tried importing the Locomotion package into another scene file with a completely different environment (and with additional teleport nodes and locations duplicated around my environment) I notice that this glitch will occasionally appear again (often times it happens at least 2 out of 6 teleports) and will cause my player character to be "stuck" in its location. I recreated the NavMesh as well and it still happens.Has anyone noticed this glitch? Is this more or less normal for the Oculus Go? Tagged:
Hello,I am trying to run the OVR Scene Quick Preview on the Quest 2 for my Unity game. While it works perfectly on Quest 1, on Quest 2 this is what happens:1) Build and Deploy App works fine, it runs the OVR Transition Scene on Quest 2 (Black screen with floating white windows saying "Failed to Get Scene Info Data"2) When I try to do Build And Deploy Scenes, I get this error:LogBuilding and deploying transition APK . . . Success!Building scene bundles . . . Deploying scene bundles to device . . . Failed!adb: error: failed to stat remote object '/sdcard/Android/data/com.my.vrgame/cache/scenes/OVRMasterBundle': No such file or directoryand it doesn't run. I have allowed for the data permission on Quest 2. Suggestions?
I have created an app and I want it to realize that given a signal and I can draw lines through handtracking. But it seems that quest controllers and handtracking cannot work at the same time, so I turned to tcp, but it works bad finally. How to solve this problem? Giving a gesture to start is too redundant.
I see this in many games: achievements that are still locked and are count based often display a completion rate, like you have to kill/collect 50 of something, and your count is 20, it displays 40%. When I configure achievements for my App Lab game, I don't see completion rates for my count based achievements. I can't find anything in the documentation either. How can I have this information displayed?
Hi, just bought Oculus Quest 2 and started creating my first VR app with Unity. I'm using OVR Local Avatar to see controllers and hands, but having a problem with my first build. It's using the Rift's controller model in it instead of my Quest 2's. Is there any possibility to change the controllers model in OVR Local Avatar?
Hi All, We are developing Oculus Quest application in Unity with Oculus VR Keyboard Overlay. I need some details about VR Keyboard overlay events for mentioned buttons in image. What is the different between them and How can we use those events in Unity?Please guide us to know the feasibility/details.. Thanks..Unity Version : 2019.3.3f1Oculus Version : 1.52.0
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