Unity Development
Recently active
We use Oculus Integration to source the user's ID, but we observe problematic responses for specific user account's responses from the Oculus SDK.The implementation itself is minimal to present the issue:Users.GetLoggedInUser().OnComplete(delegate (Message<User> message){ user = message.Data; });For multiple accounts we would test against internally, which previously worked, we now receive a user with ID = 0, both in Unity Editor and on new and previous builds of the project where they once worked correctly. These accounts on Oculus PC have matching Oculus Quest accounts which do continue to work as intended.Has this been observed by others? The problem appears to have arose in the last few months.
I want to open all files of my type (.xxx) with my application. It's a renamed zip file.For that I have tried a lot of thing in my AndroidManifest.xml file. For now, I have all these intent filters in the "com.unity3d.player.UnityPlayerActivity" activity : <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <category android:name="android.intent.category.DEFAULT" /> <data android:scheme="http" /> <data android:host="*" /> <data android:pathPattern=".*\\.xxx" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <category android:name="android.intent.category.DEFAULT" /> <data android:scheme="file" /> <data android:host="*" /> <dat
How can I connect the Oculus.VR assembly asset (from the Oculus Integration package) to my proyect so that when I'm working on VSCode the ide detects the references?
Soo, I know you're able to use hand-tracking in the Unity editor via Oculus Link, but how come you're not able to use hand tracking with a build targetted for windows? It's clearly possible considering you can have hand tracking in the editor, surely this is not something Oculus would not want developers to be able to utilise?I'm currently working on a project where a user is on the PC, whilst another user is using the Oculus Quest 2 (to save networking) and they can interact with each other, but hand-tracking is also needed in this project and I'm not sure there's any way around it other than having to network a sideloaded application on the Quest 2...Any suggestions?
I was wondering if anyone has been successful in getting hand tracking to work with a unity build targetted for windows?Considering you can use hand tracking with the oculus link inside Unity editor, surely this can be done for a build too...?The application I'm creating needs to have 2 users:One sat at the PC, controlling vehicles.One using the headset guiding the vehicles.It's kind of important that hand tracking is on as it allows the use of all fingers and gestures (unlike controllers).I know I could network this and sideload onto the Quest 2 to get the PC and the headset to communicate over a server (multi-platform compatibility). However, this increases the scope of the project...Any suggestions?
Hi,I have checked Oculus is allowing to use their hand tracking system using Oculus Link only in Unity Editor, but I would like to ask if it is possible to use the hands tracking system on Windows Unity Build. Is it possible to this currently? Is it possible to do this in a previous version of Oculus Integration? There is any chance for me to use this hands tracking system on a Windows Unity Build?Thanks!Best regards.
I am on macOS 10.13.16 using Unity 2019.1.8f1 and get an "Android device <device num> is not responding" error. See attached. Developer mode is enabled on the Quest. Any ideas how to fix? I've tried a new cable because it initially wasn't finding the device at all.
I've created a Unity app which runs fine on the Quest IF I'm using Oculus Link. But, when I build an apk and load it onto the Quest and run it, all I see is a 3 dot loading screen which I can't quit out of.I'm not sure what's causing this as I've been able to run apks on the Quest in the past.These are some of the steps I've used and tried so far:I've switched Build Platform to Android and selected my Oculus Quest as the Run Device. I've also enabled ASTC Texture Compression.In Player Setings I've disabled Auto Graphics API and the only Graphics API I have is OpenGLES3In Project Settings -> XR Plug-in Management I've set BOTH the Android and Desktop tabs to "Initialize XR on Startup" and the Oculus box is ticked.I'm using Unity version 2019.4.0f1, XR Plugin Management Version 3.2.16, Oculus XR Plugin 1.3.4.I've used adb to try and debug but it doesn't look like there's any useful error messages and everything seems normal.
I am trying to make a VR app in which i want the cut scene to load initially which sets the stage for the rest of the app, but haven't been able to figure this out in unity. I have made a timeline with panning of camera and i can see that working in the editor, but when i run the app in the oculus, i don't see that animation .
I've been using my old Rift1 and Quest1 to develop a game (targeting both Quest and Rift) in Unity for a few months.Just got a Quest2, and it refuses to accept that I've got Unknown Sources enabled in my Settings>General, so it won't allow SteamVR -- neither actual SteamVR games nor Unity's Play-mode. It just stays with the "This software hasn't been tested/verified... ...go to Settings>General in the Oculus Software" warning in the HMD even though I can see the HMD's position updating in Unity.I accidentally got it to work a couple of times by plugging my Quest1 in, toggling Unknown Sources off and back on a couple of times while running the level in Unity... and then plugging in the Quest2 ... but I'm like... this isn't right.Has anyone else experienced something similar? Any ideas as to what's going wrong and how to fix it?
I'm no longer at the PC I use to develop, so I can't provide a picture of my problem. I'm using Unity 2017.4.0, or whatever the most current version is.So, I've had trouble getting items tracked by the touch controllers to display properly. Using the Unity Utilities 1.19, Oculus Platform SDK 1.19, and Avatar SDK 1.16, I am trying to display the avatar hands to in my scene. Everything works fine at first, but the avatar hands start to shake and become increasingly more shaky as the scene goes on; it almost looks like a mirage as it gets more distorted.It also does the same for child objects of the Left/RightHandAnchors of the OVRCameraRig prefab. For example, when attaching a cube to the RightHand, I'm able to move it around as normal using the controller. It looks like a normal cube at first, but then starts shaking and become more distorted and mirage-like. I have no idea what might cause this to happen, and I'm so close to having the TouchControllers set-up otherwise.
Hi everyone!It is days I'm looking for some documentation to replace the default oculus hand model with a custom rigged one.All I can get is just a weird solution: fingers bending in the wrong direction, wrong magnitude or even worse not bending at all.Is there someone who already managed this problem and has any tip to share? Thanks
I'm trying to make a video material emit light into the room, according to the colors being shown in the video. I've tried using Video Player component and map the video output to the TV materials emission, and then updating realtime GI with the material. But even if the update is per-frame, there is a delay of 150-200ms before GI have taken the TV materials new emission video frame and used it to affect the environment.I also tried mapping video to a spotlight cookie, but it's limited to one color instead of using the videos colors.This is ultimately what I'd like to achieve (seen in the Netflix and Youtube apps from Oculus Store as well), where there's no delay between video frame and environment lighting: (can't post links apparently) youtube dot com/watch?v=-RTVIolyEo0I'm in Unity 2019.4 LTS.
Hi Everyone,We are building Rehab Treatments by VR Games and I would need to make some similar to this ( https://www.youtube.com/watch?v=OvjiJtnlAs8 ) to change the game intensity settings at runtime.In my case, I would need to do the same but that the therapist can change the intensity exercise to add more objects and fewer objects in the game according to the patient's needsFor that reason, Could anybody advise me on how to build it?Sorry for my little English and hopefully you can understand me.Thanks for your time and helpRegardsAlejandro
Hello,I'm doing the porting on Quest (from an Oculus Go project).My game is based on free locomotion (a sort of walking inside a labyrinth).So my player is surrounded by ‘wall’ colliders.Now, there was no problem with the Oculus Go, because it was 3DOF, but with the Quest, if I move myself inside the user play area (using my own feet and not through the controller), the consequence is that the player moves through walls… :(Is there a way to disable just the positional tracking in Unity?Thanks a lot!Valerio
Hi.I'm trying to implement "More accurate HMD Tracking" function on my app.I have a plan to use HMD Tracking info 200 Hz or more.In "Mobile Native SDK", I can find "vrapi_GetPredictedTracking()" function.And I realize this function can be called in other thread.So I am going to make a "Tracking Thread" and call this function in the thread.But in Unity I can find any interface of that function.Anybody can tell me how to achieve "More accurate HMD Tracking" ?Thank you in advance.
I keep getting these two errors:1. Multiple plugins with the same name 'ovrplugin' (found at 'Assets/Oculus/VR/Plugins/1.38.0/Win/OVRPlugin.dll' and 'Assets/Oculus/VR/Plugins/1.38.0/Win64/OVRPlugin.dll'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor. OculusSampleFrameworkUtil:HandlePlayModeState(PlayModeStateChange) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:43)UnityEditor.EditorApplication:Internal_PlayModeStateChanged(PlayModeStateChange) 2. Multiple plugins with the same name 'ovrplugin' (found at 'Assets/Oculus/VR/Plugins/1.38.0/Win/OVRPlugin.dll' and 'Assets/Oculus/VR/Plugins/1.38.0/Win64/OVRPlugin.dll'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor.Please somebody help me with this
I'm successfully building to Quest 1 from Unity 2019.4 LTS with Unity's XR Interaction Toolkit, Unity's XR Management and the Oculus XR plugin (all installed via the package manager). While this is working well, I'm missing the profiling tools included in the Oculus Integration package available in the asset store - is it advisable to install the Integration package alongside the previously mentioned solutions. Do the profiling tools still work with the XR tool path?
Hello. I'm new to Oculus development and trying to run the HandsInteractionTrainScene sample on a Quest 2.Here's what I've done:New Unity 2020.2.1f1 projectBuild Settings -> Switch Platform to AndroidProject Settings -> Install XR Plug-inProject Settings -> XR Plug-in Management -> Android -> Enable OculusPlayer Settings -> Identification -> Minimum API Level -> Android 6.0 Marshmallow (API Level 23)Package Manager -> My Assets -> Oculus Integration 23.1 -> ImportOpen "Project -> Assets -> Oculus -> SampleFramework -> Usage -> HandsInteractionTrainScene" Build Train.apkDeploy APK using Oculus Developer HubStart AppI've been having issues getting hand tracking started, but even after I get it going, I can not get the "This is a hands experience" message to go away. Is anyone else experiencing this?
Hello,I am an experienced coder in C#, a beginner-to-intermediate gamemaker with Unity, but I am totally new to XR. I really like the Oculus Integration package but implementing something as simple as movement is a challenge. The best asset to start with seems to be the PlayerController from the Locomotion sample framework, but it has way more functionality than necessary and way more scripts and it's tough to figure out how to get it to work with only teleportation, which is what I want. (on my Quest 2, teleportation isn't even working in the Locomotion scene itself for some reason.)The documentation is good with what it discusses, but is totally insufficient when it comes to the real nuts and bolts of making and modifying these objects and scripts. YouTube videos almost all use old versions of Oculus Integration (currently it is version 23.1) so I can't do what they are doing, I need help with Oculus Integration 23.1.So without good documentation and good tutorials elsewhere, I am lo
Hi there, with V2, can I play my scene immediately to the headset without having to build-deploy each time to the headset? I see this is possible with the windows Rift version (V1?)....Shouldn't this be possible with V2 as well?
I'm porting an app from Go to the Quest 2, it uses an .obb file and a script that loads it, like so:AssetBundle.LoadFromFile("sdcard/Android/obb/main.15.com.BDHi.App.obb");However, when I put the obb file in that location and try to run the app, it can't load the file, I did notice that the Quest file path is /Internal shared storage/Android/obb/ but changing it to that doesn't change anything. Do I have this path wrong, or is it something else?
Hi,My OCULUS QUEST 2 asks me to confirm the permission to connecting to data but when I agree, I get this message : the game is paused because the universal menu is open. Impossible to get rid of it! What should I do?Thanks a lotMy software version is : 260511588 and my serial number is : 1WMHH835ZB0473MV121
Hi,according to the thread title, I'm trying to use the "Use per eye camera" mode on the Oculus OVRCameraRig in order to visualize pre-rendered stereo images on the Quest, both on picture and video, but unfortunately it doesn't seem to work.If I make a build with this option checked - and given that in editor it has no issues at all - the app starts showing the splash screen, then it simply switches indefinitely on a black screen, or alternatively it shows the splash screen image flickering on black. The app is not freezing or crashing, it seems to work well indeed, except that it renders nothing. On the contrary, the single camera mode (aka "use per eye camera" option unchecked) works without problems.I first noticed this problem on Unity 2020.1.9, in an URP project, then I updated to 2020.1.13 and to Unity 2020.1.14, both with the Oculus XR plugin 1.5.0 and 1.6.1, and making a brand new test project, but without success.The issue is very easy to reproduce, just:- Create a new pr
Non-coder alert!Ive been bashin my head all day trying to do a simple thing. I made my own very simple script to teleport a player to a new place when the hit a collidor... works great, but its very simple. Cant rotate the player on arrival, cant do any kind of fade to mke it nicer... etc...Then I discover ITS BUILT IN!! Or rather, there are many examples of teleport in the Sample package with Oculus integration.But they are all about different Locomotion methods. But the EFFECT is what I want!So I have 2 questions:1. How can I get the example in the Locomotion demo into my game (specifically want the second example, where on stick controls free movement and the other uses teleport, does it need a navmesh? Just draggin it in didnt work of course... or rather... I flew a million miles up and never came down.2. My REAL question, how can I make a collider object so when my player hits it, I can configure a teleport to another place, either instant, blink(fade to black) or lerp...dash what
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.