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Using the example player controller that is given in the oculus integration package, the OVRCameraRig will not update the position of the OVRPlayerController when the user physically moves around. I have tried standard ways of doing this such as updating position and translating, but nothing has worked. Does anyone know a good way to do this?
I'm trying to use Oculus Avatar SDK on the Oculus Quest 2 with Unity. When I try to get the Platform User ID, I get the following error:"Must call get_signature first"I cannot find in the documentation what is the proper way to configure it in order to be able to make use of this ID.Also manually change the Avatar ID to the ones provided for testing doesn't seem to have any effect on the avatar.
Hi,Looking for some help here. I use quest 2 w/ link on flight sims and the performance just isn't quite there yet. Even with a powerful machine. I am wondering if there is a way to stop rendering on the eye I am blind in (left eye) to boost fps?
I get this message everytime i try to upload my binary. I have install location and main activity, how do i fix?
1. Open the VR video in your media file or play it online in your browser2. Select 360 ° or 180°(3D) mode3. Then there are repeated images.4. Pull the trigger and open the video control bar.The viewing experience is normal.5. Wait 5 seconds.After the video control bar hides automatically, the duplicate image occurs again.Simply put, when you have a video control bar, all the viewing experience is great except that the video control bar itself affects viewing.6. It will appear in the following applications and websitesWhen viewed directly, there is no video control bar and the image is repeated again.This can also happen when a video is played online in a browser.I suspect the image is too close to me, so we should come up with a plan to adjust the distance between the image and the eyes.Please pay attention to this problem, I am not the only one who has this problem!! (And copy-and-paste capabilities)
I'm new to VR development and I have no idea how to setup up the oculus quest 2. I was following a tutorial and I got stuck with these errors. any advice on how to set up unity would be great thanksERROR Unable to list connected devices. ADB server version (41) doesn't match this client (40); killing...ADB server didn't ACKFull server startup log: /var/folders/6v/96mw9lwd17n1zgr7lmfrs_wh0000gn/T//adb.501.log server had PID: 81364
I am working on a training simulation app using my own out the window IG (image generator - the terrain and buildings) separate from the cockpit. Currently, I am using the windows desktop duplication API to grab the IG and bring it into unity. Varjo offers a way to do this natively with their APK. Does oculus offer this kind of solution? Thanks.
A weekend well spent, this article is a result of banging my head against Oculus's desolate documentation to get a working Oculus Quest build with Unity Engine.doesn't allow me to post links, replace (dot) with .louisgamedev.medium(dot)com/unity-engine-oculus-quest-common-problems-and-solutions-1cd0cf3fe1d0
This page is what a typical documentation page looks like. Why are there no documentation or comments?developer.oculus(dot)com/reference/unity/v14/class_o_v_r_hand
I would love to have fun creating poses for my favorite characters by manipulating the bones, in a nutshell I would like to do that with the oculus controller if I approach the arm and press a button, move it or rotate it, what can I do?
Is there a definitive method for getting the height of the Oculus guardian floor in Unity world space?I'm in 2019.4, using the older XR system - not able to use the new XR subsystem for this project.I have the latest Oculus Integration package, so have access to OVRManager etc.Thanks!
Normally Unity handles script edits on playing games fairly elegantly, but if I do so while pushing to the headset (quest link) it crashes Unity when returning from Visual Studio.Anyone else seeing this?Steps:Clean install, latest unity + latest oculus integration, create a scene, import all standard camera rigs, etc, play to the headset (quest link), open any script and make a change, save, return to Unity. Crash.Unity 2020.1.8f1 (also the last two releases before this)Oculus XR Plugin 1.4.3
Apoligies if I'm asking in the wrong forum.My API receives a json file like the example below, containing x, y and z coordinates for head position and head rotation.I want to save this data to a table on a Microsoft SQL Server database. Is there any advice or good practice in terms of how this kind of data should be stored?Currently I plan to create a decimal column for each item. E.g I'll have hposition_x, hposition_y, hposition_z, hrotation_x, hrotation_y and hrotation_z. Is there a better way to do this?I was trying to find if there's anything similar to the POINT(geography Data Type).{ "time": [ 0.0, 0.01, 0.03 ], hPosition: [ { "x":0.43774986267089846, "y":1.596419334411621, "z":0.011406928300857544 }, { "x":0.43760088086128237, "y":1.5963757038116456, "z":0.011429280042648316 }, { "x":0.4374849796295166, "y":1.5963705778121949, "z":0.011427640914916993 } ], hRotation: [ { "x":357.2154541015625,
I am experimenting with some Quest development, and having trouble getting the thumbstick input values to read. I am able to get buttons and 1 dimensional axes to read, but not 2d axes for whatever reason. Below is a test I did:These give the proper values: Debug.Log("PrimaryIndexTrigger " + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger));Debug.Log("One " + OVRInput.Get(OVRInput.Button.One));These give all zero's or false, and never update in response to controller input: Debug.Log("Two " + OVRInput.Get(OVRInput.Button.Two)); Debug.Log("PrimaryThumbstickDown " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickDown)); Debug.Log("PrimaryThumbstickLeft " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickLeft)); Debug.Log("PrimaryThumbstickRight " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickRight)); Debug.Log("PrimaryThumbstick " + OVRInput.Get(OVRInput.Tou
I'm using Oculus Integration v16 from the Unity Asset Store along with my Quest over Oculus Link and the Oculus Avatar LocalAvatar prefab always renders the controllers as the old style rift controllers and not the new style Rift S/Quest controllers.It does this whether the platform is set to windows and built or set to android and run in the Unity editor.Is this a bug or am I missing some configuration or something?
Unity:2018.3.14f1SDK:1.37.0Thanks all!
I've researched this for hours and hours, but there is SO MUCH information. I'm just trying to answer a simple question. How can I have numerous lights (50 in the view frustum) on Quest 2 using Unity, but without abandoning the efficiency of tiled rendering on the Adreno 650 GPU? I am very reluctant to turn on deferred rendering, for reasons that I hope are obvious. Most of the lights are not very bright - that is, if I allow rendering 6 lights on a single triangle, then I can probably get away with using the closest 6 lights to a polygon and it will work well enough. I can't figure out whether I should be going to URP (formerly LWRP) or sticking with the built in. Do I have to write my own shader, simply to retain forward tiled rendering with many lights? I'm just a bit overwhelmed with how much detailed information is involved here...
Hi, It seems that AsyncGPUReadback is not working for the Oculus Quest 2. I have an application in which it works when I test on my pc, but nothing happens when on the Quest. Has anyone else encountered this problem or knows a workaround?
After a couple of times running the app in Oculus Link from the Editor 2020.2 I get this memory message:The system is running out of memory. Please close applications to free memory or free up space on the partition where the pagefile is located.Used memory (physical and paged): 94% (30828MB of 32724MB).Discarding profiler frames data.If I run the app without Oculus Link, I don't get this error.I had disabled the Virtual Memory from Windows.Any ideas why this happens?
I have a game at the moment that has no VR code in it, however adding VR functionality would be fairly easy to do. I’d like to explore using webVR since that would allow people to play it on both desktop and mobile headsets through a browser.Could someone do me a favor? Find an example of a VR app made with Unity that runs in a web browser and supports both Oculus Rift and Oculus Quest. If that is possible, I’d be happy to contribute to a port for the game to work like that.Thanks!
So I was trying to implement a grabber with the Hand tracking but i didnt know why my hands were disappearing at some point in the development. Then I realized that when i added the OVRGrabber to the hands, those disappear from the scene, but they are still there cause I can touch the Guardian system with my hands. So when I delete the OVRGrabber the hands were still invisible. Im sure that the OVRGrabber is causing this, cause i were compiling step by step to catch where the hands were disappearing.Btw im using just the OVRCameraRig prefab, the HandsManager and the OVRHandPrefab.EDIT: So i figured out that you can solve this problem deleting the OVRHandPrefab and grabbing it under the controller anchor again and it will fix... but i dont know why you cant put the OVRGrabber to the OVRHandPrefab...
Hi there, I've imported Oculus Integration into my project because I want to test hand tracking, but after importing the asset I can't get it to work.The scene I'm trying to build is HandTest. My Unity Version is 2019.4.2-If I test it on my PC with Quest+Link cable it works. -On Quest, neither the hands nor the controllers are visible on the scene. - If I make a OVR Build APK and Run the app starts and the screen is completely Black.-Right now I'm using Oculus Integration v23, Oculus XR Plugin 1.7.0. I've tested also Oculus Integration V20 and XR plugin 1.4.0 and 1.5.3.-If I test HandTest_Custom scene, the hands model move to the controllers and hands position, however they are not animated, they don't track the fingers. In the editor it works without any issues.-On a fresh project (for testing with Microsoft MRTK) with Oculus Integration V20 and Oculus XR Plugin 1.7.0 it works flawlessly.Has anyone faced something similar?
I'm setup with the Quest 2 in Unity 2019.4.18f1. I can assemble and scene, go to build settings, build and run and it will build to my oculus and I can play what I made.However this is slow, can't I used the normal Play button to do a preview instead. When I press it currently, I get a black screen in the Unity Game window and nothing happens on my Quest 2. Any advice welcome please.
Hello,I'm building a Scene in Unity (2019.4), using Oculus Integration v23.1.0. I have a set of teleport destinations, and I'd like to customize the orientation of the user after teleporting to any of these points so they'll be facing a certain direction (relative to the destination) upon landing.I've tried using the various Teleport Orientation Handlers (360, Thumbstick Head Relative, Thumbstick Forward Facing, etc.) and have tried rotating the actual TeleportDestination objects (as well as the Orientation child objects under them), but still can't seem to ensure that the user faces where I want them to after teleporting.I'd appreciate any suggestions! I feel like this must be something simple that I'm missing. Thank you.
So today is the first day in trying to port the Traffic Cop game onto the Quest 2. I have grabbed the oculus integration assets and changed around a few settings. In order to get a successful build, I need to fix these errors. The errors are detailed in the attached image.
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