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Probably stupid question, but I want to disable the fact that my app knows how high we are. I want to be able to let the player "walk" when they are seated (and not crawl about on their knees) and sit when they activate chairs, and... oh I dunno.. lie down on beds or on blankets in parks if THEY are activated.I have tried attaching the camera rig at eye height, but whatever I do, it seems to sink to mid body level if Im sat down. If I stand I can walk around my world no problem, in perfect synch and size. But I want the game to choose. How do I set the OVRplayer and /or camera rig for this?
My XR integration toolkit for Oculus/Unity 2019 has stalled out. I ran into a wall in the Build platform for Android stage. Any advice much appreciated in how to get past this roadblock.Instructions from Unity:Install Android Tools ManuallyIf you’re using Unity 2018.x or prior, you need to install Android tools manually through Android Studio.Download and install Android Studio Skip this step if you have it installed.Open Android Studio, from the menu, go to Tools > SDK Manager.Go to SDK Tools tab.4. Select Android SDK Tools from the list and click OK.ISSUE, there is no SDK manager in the Android Studio Tools dropdown menu in the latest version that I just downloaded++++-----+++++-----+++Steps I took prior: Packaging manager: Added XR Manager, XR interaction toolkit, Oculus XRFile>Build Settings -Added scenes-Tried to change the Platform to Android. ISSUE I got a “No Android Mo
Hello,I've managed to create vibrations on my Oculus Touch with multiple methods but I couldn't find a way to easily create vibrations at a specific frequency. For exemple, I can use : "OVRInput.SetControllerVibration(frequency, amplitude, controllerMask);"But frequency is specified between [0;1] and I can't find what is the coresponding frequency for 1 in Hz.Thank you,Louis
Just wanted to make an announcement that this Rift (and Steam) game Unity source code is now available to learn from as Public Domain.The game has passed the Technical, Content and Publishing reviews for the Oculus store and is released there and on Steam.Featuring- 55 levels- Race / Mission mode- Global Hi-scores / Replays- Level editorSadly the game didn't sell well, but I'm happy to help others. It took me 8 months to produce and release. Some gfx is bought and the music is done by another but the rest is done by one person.https://www.galaxy-forces-vr.com/ https://sourceforge.net/projects/galaxy-forces-vr/ https://github.com/rh-galaxy/galaxyvr
Hi, When using the hand tracking to select and object similar to the train example, selecting the windmills, is there a way to make the selection point to be larger? i.e. If I have a huge game object to select, I have to set my raycast cursor towards middle of the object to be able to select it and not just the collider. Any easy way to set this up? thank you
So it looks like its coming from this code. But maybe I'm just looking in the wrong place. I want the movement to always go in the same direction regardless of head orientation. Any ideas would go a long way. Thank you.OVRPlayerController.csmoveInfluence = Acceleration * 0.1f * MoveScale * MoveScaleMultiplier; if (primaryAxis.y > 0.0f) MoveThrottle += ort * (primaryAxis.y * transform.lossyScale.z * moveInfluence * Vector3.forward); if (primaryAxis.y < 0.0f) MoveThrottle += ort *&n
Been struggling to figure out how to attach the OVRPlayerController to a moving platform so that that tracking space moves with the platform. When I try and just parent the OVRPlayerController, or manually move the controller get really odd results.Any ideas anyone has would be appreciated.
Hi, I am trying to show a background image using OVROverlay (underlay). The quality is great, except that I can see a black seam where the image edges meet. The seam is only about 1 pixel wide but it is clearly visible. I have tested using overlay instead of underlay and I get the same result. When I show it as a non OVROverlay background, it works without a seam.Has anyone been able to show a Overlay/Underlay equirect background without a seam?
We are using OVROverlay with Equirect shapeWe found that rendering result has seams: Our environment is Unity 2017.3.1f / OculusUtilities 1.24Sample project: https://github.com/sycx/OverlaySeam
The OVRManager.boundary object is not getting configured and outputs useless information.Unity version: 2019.3.0f6Oculus Integration version: 13.0 (Feb 7th 2020)Oculus Android Package: 2.38.6Oculus Desktop Package: 2.38.4Not using any of the new/legacy XR packages.Not using any Steam stuff.OVRManager is in a fresh scene, fresh project, on the CameraRig prefab.Virtual Reality supported is ticked. Android is selected in build settings.Play in editor runs in the Quest fine.Sample code and results: void Update() { Debug.Log("GetConfigured is " + OVRManager.boundary.GetConfigured()); // False Debug.Log("GetDimensions(Outer) is " + OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.OuterBoundary)); // Fluctuates between around (4.6,0,0) and (6.4,0,0) Debug.Log("GetDimensions(Play) is " + OVRManager.boundary.GetDimensions(OVR
When I run the CustomHands scene in /SampleFramework the hands do not appear. I'm running the latest Oculus Integration (20.1) and Oculus XR Plugin (1.6.1) and I entered the App id into Oculus -> Avatars and Oculus -> Platform.Any ideas?Thanks
The App worked flawlessly on all devices before the update of Oculus Integration + Oculus XR Plugin.I updated the Integration Asset to 20.1 and Oculus XR Plugin to 1.6.1 and now the app only runs on devices with OS Version 1201840.7600.0 (v23) and instantly crashes when selecting the app on 924860.20080.0 (v21).I can see "VrApiLoader: vrapi_Initialize: Failed to load VrApi driver! Java Exception" right before the app crashes (ActivityManager: Process com.Company.AppName (pid 5184) has died: fore TOP). This does not happen on 1201840.7600.0.Any idea how to fix this? It kind of seems like the newest Oculus Integration + XR Plugin is not backwards compatible? There seems to be different targetSDKVersion on both devices as well (27 vs 28). I also tried changing from ARM64 to ARMv7, but output is exactly the same.Here is the log when crashing (on 924860.20080.0)12-16 13:19:22.028 5184 5205 I Unity : SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 3, Memor
I'm trying to watch a 360 RTSP video on Quest.I use the plug-in AVProVideo on Unity. First, i got an error from AVProVideo about the resolution of the video and thus i reduced it at 320X160@30 (I mention that because I don't know if it plays any role in my problem).The video plays on Unity, but when I run it on Quest I watch black screen.Do you have any idea why is this happening?
Hello Guys,first of all i am using Unity 2020.1.13f1 with the Oculus XR Plugin Version 1.5.0.I'm having issues with the Local Avatar Hands. When starting the game in the Unity editor everything is fine. But in the built version of the game the hand meshes don't show up, even though i can still use them normally. Now i have looked the problem up and found simular threads where the hands don't show up at all. But the fact that in my project the problem only occures in the built version really confuses me.In my scene i am using the OVRCameraRig from Oculus Integration with a LocalAvatar as a child of the trackingspace.If anyone has faced the same problem or knows something about it, i would appreciate any advice. Obviously i am available for further information.Thanks!
Calling OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.PlayArea) or OVRManager.boundary.GetDimensions(OVRBoundary.BoundaryType.OuterBoundary) in Unity 5.4.0 always just returns a zero vector. OVRManager.boundary.GetConfigured() also returns false.We've tried this on multiple machines with the same result.This seems to have been fixed with later versions of Unity, we tried both 5.4.3 and 5.5.0 with success.Is there a workaround or some other way to get play area size in Unity 5.4.0?Steps to reproduce issue:- Create empty project in Unity 5.4.0f3- Import Oculus utilites (tried on both 1.10.0 and 1.11.0)- Set up scene with OVRCameraRig, enable Virtual Reality support in Unity, etc.- Call OVRManager.boundary.GetDimensions in some script
We are having issues with the loading speed of applications at this time. Using Unity's async load functionality we are able to smoothly load data-heavy scenes without performance issues, but the load times are extremely long. In the past when developing for HTC VIVE, we have used the SteamVR.LoadLevel() function which automatically handles scene transitions. Is there an equivalent scene management function within Oculus to assist with loading scenes quickly without dropping frames? If not, what set of steps could we use to do something similar to the SteamVR.LoadLevel() function found on HTC VIVE? Unity 2019.1.5f1, Oculus SDK 1.49.0, thanks-
Hi,I am fighting with this for a week.When starting the game on Quest 1 it doesn't activate Anti-aliasing, but changing focus and coming back to the app fixes it (going to the main menu and then resuming the game).For oculus quest 2 is even worse, besides the quest 1 problem, it also seems to start with the right eye misaligned, creating double vision. This gets also fixed the same way: going to the home menu and resuming the app.So, apparently, there is something not starting at the moment the app is executed, but that gets working by switching the focus once.Do you have any idea or clue what this can be?
Hello, as you have seen in the title I'm having problems to Initialize the Oculus Rift SDK in Unity. I'm working in an app for samsung Gear VR.the versions I'm using are these:Unity 2017.3.1f1 ovr_unity_utilities_1.24.0OVRPlatformSDK_v1.24.0ovr_avatar_sdk_1.24.0I'm following the instructions marked in this guide : https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/When I put play in my game the following messages appear in my console:-Virtual Reality SDK Oculus failed to initialize.Attempting to enable None instead.-Unity v2017.3.1f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0.UnityEngine.Debug:Log(Object)OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904)The first one appears as a warning and the second one appears as a message. Also, I've put the 'Gear VR App Id' number in the 'OculusPlatformSettings' and these errors still appearing.I've made every step from 'Create an App' to 'Configuring Your App for Local Development
Hi,Due to copyright reasons we would like to detect if a user is starting casting of the application to disable certain features like music.Is there some kind of callback? Or in worst case, can we disallow casting?Thanks
I'm looking for an 'official steps to install Oculus to Unity 2019.3', does this exist?Edited: Added my unofficial stepsThe steps I took for Oculus Integration to Unity 2019.3 :Oculus Integration install via Unity Asset Store (Avatars, etc)Oculus XR plugin install via Package ManagerUnity XR Management install via Package ManagerUnity XR Legacy Input Helpers install via Package ManagerUnity - Edit - Project Settings - XR Plugin management - Install Oculus XR PluginRestart Unity to see new UI for OculusUnity - Edit - Project Settings - XR Plugin management - Plugin Providers - Add Oculus LoaderUnity - Edit - Project Settings - XR Plugin management - Oculus - Create serialized instance of the settings dataBuild Android Install Android SDK and NDK tools, and Open JDK - Unity Hub - Installs - 2019.3 - Add Modules - Android Build Support - drop down menuCreate and edit custom gradle template file to version 1 signing = true, version 2 signing = false (this currently not
I am trying to find out how to work with grabbing objects in the Quest and the basic stuff works fine. I can pick up things and drop them again.Now I want to understand how grabpoints and offsets work. The scripting guide on the developer page does not give much information, just a description of the parameters. I actually did a search on the developer site for grab and grabber and got no results.Can someone point me to a good tutorial or reference or example that covers grab points, snap offset/rotation (I found this post but the solution there seems to involve changing OVRGrabber itself, that can not be how Oculus developers intended this to work.). And the relation to grip transform on the Grabber script.Edit: I looked at the DistanceGrabber example and figured things would work the same for the OVRGrabber, but unfortunately that is not the case. According to the example manual the grip transform on OVRGrabber is the point where a grabbed object will snap. In the picture below you c
I wanna make a simple FPS game following Onward or pavlovespecially, in the player sight, the player can see only his hand not arms.but in the other player sight, they can see other player's whole avatar.how can i make like this???
I tried setting up a project from scratch thrice to see if i am missing some config. I followed the exact steps mentioned in the documentation and added OVRHandPrefab to the scene but they don't happen to render at all. However the button continue to work and i am able to move across the scene using the joysticks on my Quest controllers. I tried this in Unity 2020.1 and 2019.3. Oculus integration version i am using is 19.1.I made a basic scene with a plane and a cube to check hands rendering. I am using Quest with oculus link to run the app on my quest (also tried building the apk and running in standalone quest).Can anyone help me undestand how can i proceed to debug this further?
I seem to be having problems with my current project and the solutions posted before either aren't working or aren't available. Setting the far clipping plane on my cameras has no effect. Previous solutions were to apply the changes to the prefab. This had no effect. Another solution was to change the far clipping plan on the OVRCameraRig script. That option is no longer available. Is the far clip plane hardcoded on the Quest 2 and I'm just spinning my gears?
1. Looks like the OVR Plugin Updater feature in the new Oculus Utilities 1.14.0 works upon loading up the Unity editor (5.6.0p3), but fails when you actually import the Utilities package into the editor. Maybe that's not the right conclusion but that's how it behaved for me. 2. After it reports successfully importing the newer plugin included with Utilities, I get "Multiple plugins with the same name 'ovrplugin'" errors.-----1. I simply created an empty project and drag-imported the latest Oculus Utilities (1.14.0 | Published 2017-05-02) in there, and then get this prompt:Choosing Yes shows this error in the console:(PluginImporter pi looks like it's null at that point, so it might be a Unity issue.)Closing down the project and re-opening it prompts me again, and then hitting Yes says that it works.2. But then, after closing and re-opening the project (again), I see multiple errors like this:Multiple plugins with the same name 'ovrplugin' (found at 'H:/Program File
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