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Hello,Does anyone get working Text Mesh pro with URP, Unity 2019.3 and single pass? We find some shaders but it dosn't work with URP.Best Regards,Damian
Is there a way to disable shadows being cast from the hands included in LocalAvatar?Since there's no associated Mesh renderer I can't just simply set "Cast Shadows" to Off, and there doesn't seem to be an option in the Ovr Avatar script.
Wonder if anyone has experience of using the Model section under XR Controller script on the LeftHand/RightHand Controller of the XR Rig? I was hoping it may be possible (as in easy) to use the animated hand mesh from the old Oculus package - tick on Animate Model and it all works :D Currently only supporting Oculus Rift, I just really want animating hands in. Any help, documentation or tutorial links will be appreciated. Thank you.
Has anybody managed to get an XR Rig with animated controllers/Hands going in Unity 2020?I need to use 2020 on the Quest 2 for the Vulkan API but I cant find any example anywhere showing animated controllers/hands with XR Rig. Am I missing a sample scene or is there any tutorial out there that has done this?Cheers,Lins.
Hi,we are using Oculus integration 1.42 cross-platform input for Oculus Rift & Steam VR. On HTC Vive it is working but not on Valve index. For example left thumbstick and left hand grip are not working. Are there any other button mappings or should we use their SDK?Thanks.
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Hi All, I am developing crossplatform application using oculus SDK. When I trying to build IPA file for iPhone from xCode build, It shows error like following.Undefined symbols for architecture armv7: "_ovrLipSyncDll_ProcessFrameEx", referenced from: _OVRLipSync_ovrLipSyncDll_ProcessFrameEx_m41F76B8C57566853D7E654CBB24E4A81EBFF9240 in Assembly-CSharp11.o _OVRLipSync_ProcessFrame_m4EAF822CC47F632C1FF86A3ACC936DC73B73343F in Assembly-CSharp11.o _OVRLipSync_ProcessFrame_m12D43C9A5AC8AF95CA85A0378E5CDE81654D91AA in Assembly-CSharp11.o (maybe you meant: _OVRLipSync_ovrLipSyncDll_ProcessFrameEx_m41F76B8C57566853D7E654CBB24E4A81EBFF9240) "_ovrLipSyncDll_DestroyContext", referenced from: _OVRLipSync_ovrLipSyncDll_DestroyContext_m656FE424B6560B21B70F61E5BA872F7ED4B7726B in Assembly-CSharp11.o _OVRLipSync_DestroyContext_m422A98A2E955F07750E1880CB5E7DA354A99CBE4 in As
I am trying to upload my app to Oculus, but when I hit Split Application Binary and build, I get an error that says the OBB is too big for Google Play (max 2 GB). But when I look online, I see things that say the OBB can be up to 4 GB for Oculus. Is there a way to get around this error? I know a little about Asset Bundles for Unity, and am using one for some of the audio, but the way my app is set up it would be hard to use a lot of Asset Bundles - I tried to bundle up one of the scenes, and was able to load it from code, but most of the shaders were missing, and hunting down dependencies is not going to work. Since I'm using AV Pro Video for my videos, asset bundles aren't really going to work for the videos either. Any help/info is appreciated, thanks!
OVRInput.Get() always returns false while OVRInput.GetDown() works correctly for buttons. Joystick values are correct. It happened in both Oculus Rift link+Unity editor and apk cases. I'm using Unity 2019.4.11 and Oculus Quest, and have tried both the legacy and new Unity XR SDKs, none of them works. Anyone any idea? Thanks in advance.
From the title, android has a native speech recognizer. Is it not available in Oculus Quest?
I am making a networked app where the server is hosted on a PC (windows standalone). When I launch the server as headless, its giving me a readout of [XR] Error determining if we should quit: Not Initialized,This is after it cant load the Spatializer etc. Details in log.txt. I want to be able to turn of Oculus functionality for this platform, but continue using it on the Quest. I have deleted the Windows oculus plugins located at Oculus->VR->Plugins->1.51.0I have unchecked the "Initialize XR on Startup" in XR Plug-In ManagementI have tried XRSettings.enabled = false, and XRDisplaySubsystem.Stop. Any help appreciated
Hi,We'd like to change the order our achievements appear in in the scoreboard app. I tried creating them in the order we'd like them in the oculus developer dashboard, but it appears to have no bearing on the order they appear in the scoreboard app. Does anybody know how that order is determined and if it can be changed? Thanks!
I'm trying to add a play space mover to the game I'm making and can't quiet figure it out. Anyone have any ideas?
Well this is annoying.I have been banging my head against a wall on this all day, so any tips would be appreciated.The situation...I am building for Quest in Unity 2019.3.Everything works well, and my app runs nicely.I upload the APK to the Oculus dash, buuuut...The problem...Apparently my manifest does not specify the use of GLES3, so I can't upload it.A quick look in the manifest file in my Unity project shows it jolly well does... <uses-feature android:glEsVersion="0x00030000" />Decompiliing the APK and looking at the manifest there shows that actually it does not.The cause?It looks like Unity is stripping the necessary line out of the manifest at build time.Any idea how I can fix this?Do I need to specify certain options in my build config?Can I edit my Gradle template to re-inject the line into the manifest?Suggestions are most welcome.Thanks,DanP.S. Apologies for the grumpy tone but this is giving me the right royal hump. I've spent two days upgrading, downgrading, re-
In version 20.1 of the Oculus Integration package released on October 8, 2020, the DistanceGrabHandLeft is missing the DistanceGrabber script.
I've been trying to follow the instructions under "Develop>Oculus documentation>Unity>Get Started" on Unity 2019.4.4f1, but while the app works fine in the editor preview, when I start it from "Unknown sources" on the Quest, I invariably see only a black void. I can interact with the guardian fine. If I put the HMD to sleep and wake it up again, I briefly see a flash of the standard Unity sky and ground scene before the void shuts everything out. I've tried recreating a project from scratch and I get the same phenomenon out of the box. I initially had not created an XRRig in the hierarchy, but doing so (and deleting the old main camera) has had no effect.I also tried replacing the XRRig with an OVRCameraRig, but that changed nothing.Is there a tutorial for developing for the Quest on Unity 2019.4 (that works)?
I'm starting to develop with Oculus and I want to create a diorama style game. I don't want to rescale all the assets. Is there a way to globally scale the camera position and tracking? I want to be a giant over looking a tiny world, sort of like moss. Ideas?
I'm building a Unity app that plays back 180 degree top/bottom stereoscopic 1920x3840 VR 60fpsvideo. I can get very smooth playback on Go and Quest with H.265 @ 31Mbs with Unity's default Video Player.I can't however get smooth playback on PC...I'm attempting with the following codecs:H264 @ 75Mbs, 50Mbs, 25Mbs, 12MbsH265 @ 31MbsVP9 @22Mbs, 12MbsI've tried the following players:- Unity Video Player- Unversal Media PlayerWith these players I seem unable to determine if any hardware acceleration is taking place.The PC I'm testing on has a RTX 2080 and an i5 8500 running Windows 10.I'm testing with an Oculus Rift S and Quest via link.All videos are somewhat choppy, even the lower quality ones. To get the playback to be smooth on the android devices, I had to set the devices refresh rate to 60 fps, the same as the videos FPS to eliminate any stuttering. It seems however you cannot change the fps on Rift, Rift S or Quest Link which run at 90, 80 and 72 fps respectively.Is there an
Hello everyone, I've been playing with the Oculus 180/360 video example included in the Oculus Integration package. The demo scene is called "Stereo180Video" if you want to take look.Now I need to render some UI elements, and they need to be placed in "world space" mode. But even when they are visible in the scene, they are not visible to the camera (they actually disappear from the screen when the video is loaded/playing). However, the UI elements appears if I change the mode to "Screen Space" modes.
Not working on:Unity v2020.1.5f1, Oculus Utilities v1.52.0, OVRPlugin v1.52.1, SDK v1.53.0.The hands or skeleton doesn't deform.I'm still able to use system gestures with finger tracking, like pinching towards myself to go to Oculus home.It's working fine on:Unity v2020.1.5f1, Oculus Utilities v1.48.0, OVRPlugin v1.48.0, SDK v1.53.0.I also tested with the standard custom hand example, and the same applies.
Hi thereI'm develop a simple player for 360 video in Unity 2019.4.3, using last version of AVPro plugin/exoplayer on Oculus QuestAnd sometimes my files are freezing on first frame, sometimes notVideos in H256 codec 5760x2880 35mbps 30 minutes long with main profile and audio in wav 9ch ambisonics + 2 stereo, then i muxing it in MKV container with Facebook 360 encoderDownscaling video to 5120x2560 and 4096x2048 and changing codec to H264 not helpsIn Oculus gallery this files works fine!Logcat gives me some issuesSomebody knows what could be wrong?
Does anybody know if it is possible to get the dominant hand from the XR plugin, instead of the oculus integration?
Hi, I am using the 1.1.5 oculus xr plugin for gearvr support. The problem is that when switching to multiview, I have an empty scene, no skybox and objects. Although the profiler shows that it continues to draw and see objects.also 2019.4.12f1 unity and URP 7.3.1 version and Samsung s7.What am I doing wrong?
i've got a a project i'm working on with oculus quest and unity, using previous version i was able to detect bluetooth keyboard input while using unity to debug the application, this was pre 2019.4.12f1 i updated to the latest version last night and suddenly i can't get the keycodes to detect any input while debugging via link, anybody else having issues with this?
Iam having this weird issue. I made an empty android project. When I built it and installed on my phone, the app icon showed up normally like it should. Then I added the oculus integration asset to build the app for Gear VR. Now after building and installing, the app installs itself without an app icon. It works fine if launched through cable or immediately after installing, but you cannot launch it afterwards because there is no icon to press in the app drawer. I don't get it what is going on and why the icon dissapeares when using the oculus integration.Thanks for any help.
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