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Is OVRPlugin.GetAdaptiveGPUPerformanceScale() working for anyone else on Quest? It only returns a value of 1 for me. Essentially, what I'm trying to do, is getting 'Adaptive Resolution' working on Quest, but that's #ifdef'ed out on Android by default. Does anyone know of a better way to lower the resolution dynamically on Quest?
Apk loads straight into the scene without displaying the splash image. Any clues as to what may be causing this behavior?Thank you.
I am trying to submit my application for gear VR. using oculus validate tool it shows that everything is fine and i can upload the file but when i am doing that it saysexclude from recents(android:excludeFromRecents in AndroidManifest.xml) must be set to true.I have already set this to true in manifest file
Hi there, I was wondering/hoping that this would be possible to do. We need to record the microphone of the user when they are already in a system party. I have looked into this using the Platform SDK, but that would require a connection to be established in the application. We are looking to tap into a pre-existing party so we do not need the additional UI. Also how do I go about testing parties as a debug user in Unity? I am currently developing on an Oculus Rift + Oculus Quest 2.
hej, when will the oculus team provide a set of UniversalRenderPipline shaders in the oculus integration?I would like to know if it is planned at all before I dig into converting them myself. thx, /martin.OvrAvatar.cs:public Shader Monochrome_SurfaceShader;public Shader Monochrome_SurfaceShader_SelfOccluding;public Shader Monochrome_SurfaceShader_PBS;public Shader Skinshaded_SurfaceShader_SingleComponent;public Shader Skinshaded_VertFrag_SingleComponent;public Shader Skinshaded_VertFrag_CombinedMesh;public Shader Skinshaded_Expressive_SurfaceShader_SingleComponent;public Shader Skinshaded_Expressive_VertFrag_SingleComponent;public Shader Skinshaded_Expressive_VertFrag_CombinedMesh;public Shader Loader_VertFrag_CombinedMesh;public Shader EyeLens;public Shader ControllerShader;
Hi, I am trying to setup Oculus/Hands_Transparent shader but when I increase Rim Power i have such a ugly glitch. Anyone know how to get rid of it?
I'm using Unity 2019.4.14 with the Oculus Integration package. Whenever the game starts there is a small misalignment between the avatar and the position of the OVRPlayerController object. So if I move to the right towards the wall I end up partly through the wall. If I move to the left towards the wall the collision happens too early. If I push the Oculus button and select "Reset View" it is fixed correctly, but I'm not seeing anything different in the local positions of the subobjects. Any input on how to fix this will be greatly appreciated.
Hi. I'm at the final stages of development for an Oculus Quest game and I want to be able to support the multi-user / app-sharing feature, which is think is required for App Labs but I can't find any documentation on this. To clarify, I want to ensure that when a different user logs into the device, the game is still available but has separate settings per user. I'm using PlayerPrefs for saving these settings.Is there anything I need to do in order to support app-sharing or will Unity/Oculus automatically handle this? Any help or documentation links would be much appreciated. Thanks.
The VRC check fails with this log:'''Starting TestAppShouldQuitWaiting for the application to run for 5 seconds before testing begins...Starting test...Sending a request to quit...Failed to receive a call for ovr_Destroy on attempt to quit in 30 seconds'''I am 100% positive that my game is quiting gracefully. When manually testing the quit behavior from both the Oculus Home "return to menu" and Rift Core 2 Oculus Dash quit, my game promptly quits. I can confirm that Application.Quit() is being called in OVRManager.I'm uncertain about ovr_Destroy because I am using Unity and assuming that it is being called under the hood.How serious of a failure is this and would it prevent a successful submission to the Oculus Store?
I'm working professionally on a released Oculus Quest VR app, and have encountered a very strange error. If you load our app into Unity, the first build is always corrupt - it launches in a window instead of fullscreen and sometimes crashes. However, if you quit Unity and reload the project, the second build always succeeds and loads in fullscreen, running smoothly. The source of this problem is the Library folder. If you delete that folder, the first build after always fails, and reloading fixes the issue. I've diff'd the Library folder between loads, and the only significant difference is that ProjectSettings.asset appears in the second (working) library.I've also diff'd the APKs and there is an obvious problem in the failing APK's AndroidManifest.xml (no other diffs). It is missing some very important lines that the working APK has. I've included all the lines that are different below, but the last 3 lines are the most important:android:label="@String/app_name" is missing in failing
what happens my settings I am using version 2019.4.20f1, Oculus Integration, and I'm working from the premade locomotion scene.
Hello all,I'm trying to pass my Oculus Rift App Technical Review submission and failing three benchmarks because my build doesn't pause frames and audio when the headset is removed and the DASH menu comes up. I've looked extensively online for a solution without finding one.VRC.PCInput.1VRC.PCInput.2VRC.PCFunctional.3 -DASH Support is checked under Project Settings--Player ---XR Settings.-I have unchecked "Run in Background" under Project Settings--Player ---Resolution Is there any other preference setting of way for resolving this in Unity? I am using Unity3D 219.2.18f1Thanks so much
As per the title - we are using the Quest system keyboard for input to an UI:inputfield - can get the text entered etc fine - but is there any way to know if that 'go' button has been pressed? thanks
How can I access the sensor data of the headset (orientation and acceleration) through unity?Appreciate any help.
I know it's a common issue with oculus products. I'm working on a VR project with the following tools and plugins:- SteamVR Package- Oculus Integration- Vive Input UtilityAll of them are in their latest versions. The project seems to run normally, both on the editor and desktop platforms. The problem is, when building for Oculus Quest 2 (Android), the controllers are replaced with the ones from Oculus Go, and the input mapping doesn't work either.I've tried changing the AndroidManifest.xml file, as seen in the following link:https://forum.unity.com/threads/ovr...lus-quest-is-detected-as-an-oculus-go.758540/But still, It doesn't work. Has someone encountered with the same problem?
https://developer.oculus.com/downloads/package/unity-integration-archive/ For me, it's the same page as the current version. Is anyone else seeing previous versions?
I'm pretty sure i'm doing this wrong, but in order to be able to attach a vs debugger to my quest2 i've had to go into OVRBundleManager.cs and update the buildPlayerOptions to include AllowDebugging. Should it not be picking this up from the fact that I checked the dev build/script debugging/wait for debugger boxes on build settings? am i missing another checkbox somewhere? I would have expected something on the ctrl+l screen.
Can we control oculus quest's application from desktop keyboard by any means ?
We're developing a game in Unity for the Quest. We're trying to use the OVROverlay sample as a basis for loading screens and the like and we're having a problem with visual placement. We can send things to the overlay, but in when in the headset, the overlay always appears in the upper right quadrant of the screen. Attempts and moving the overlay around has only resulted in the image in the upper right corner moving around within the upper right quadrant. Sooo.....1) Anyone have this problem before?2) I _thought_ our positioning code is correct, but maybe we are misunderstanding something. What is the correct way to set the position?
I am entering the first stages of becoming a VR developer, and I am currently stuck on a very important aspect of the development process.I followed this tutorial (google this: Developing for VR with Quest 2 & Unity for the First Time) on Unity version: 2020.2.3f1, using a new Quest 2.I reached the end successfully and I was able to see my Scene and red laser hands in my headset! Very exciting for me. However, this only works when I "Build and run", which is a very tedious development strategy when working on a project and ensuring it works every step of the way. So I would like to be able to click the play button in the editor and have my scene "play" on my headset, however it doesn't appear to be so simple. Basically I have no idea how to implement this important aspect of development. I have the oculus app on my phone, Oculus desktop on my computer, but I can't find any clear instructions on how to click play in the unity editor and have it magically appear in my headset (l
Hi guys,Like the title mention, I can't find no way to make OVROverlay to work in any scene on the quest. Everything is working perfectly in editor through link.I'm using Unity v2019.3.9f1, Oculus Utilities v1.52.0, OVRPlugin v1.52.0, SDK v1.52.0, Oculus XR Plugin 1.4.3 and Unity Integration 20.0.At first I tried building OVROverlay sample scene (with and without "Protected Context" from XR settings) without success. While this is working in editor and don't show any error in build, I'm currently out of solutions. Can you think of anything else ?**documentation/unity/unity-ovroverlay/**This could come from this option that is no longer available : "For Oculus Quest: To enable support on Oculus Quest you must also render the OVROverlay layer as an External Surface and select Protected Content in Player Settings > Virtual Reality > Oculus."OVROverlay layer as an External Surface ? What is this ?
When teleporting to a certain position instead of putting the player to the destination the center of the tracking space gets set to that position. Which when using a room scale tracking space makes teleporting incredibly inaccurate. My question is, how do I fix it so the player ends up at the right position? Or well, which settings are responsible in the locomotion system for what should be teleported?
Hello everyone!I am developing an application in which I need to implement control using a gaze using a gaze cursor. I tried two implementations:1) A cursor that slides over surfaces similar to the example from the ouclus integration package. I faced the problem that when using IPD tracking and cameras for each eye, it is noticeable how the cursor jumps from distant surfaces to near ones. This is due to the distance between the eyes, the change in the size of the cursor when switching between the near far surfaces is not noticeable only if you render one image per left and right eye. I need to preserve IPD tracking to create a VR effect, so this implementation is not suitable2) I tried the implementation through a culling mask, when we create a separate camera that draws the cursor in the center of the screen and superimposes it on the image of other cameras. Here there was a problem of double cursor because when drawing the cursor relative to the central camera, this very center for t
I started a new project for the oculus go with the new DOTS, to my surprise, the app crashed when launched to the point I had to turn off and on the device every time. First I thought it was something with the optimization configuration, but after several testing, if I removed everything that had to do with the ECS the app worked perfectly. If someone has tried and succeed using DOTS and oculus prefabs please be kind enough to share how did you do it. The unity version that I'm using is 2019.2.0.f1, the Oculus SDK version is 1.39
How do you stop the hmd from going through a wall even when the player continues to walk/lean forward?
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