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I noticed that the app icons do not appear on the smartphone screen, after updating unity3d to 19.2.17 and Oculus to 1.18.0. They are hidden somewhere deep in the GearVR Service. How do I move them to the home screen?
OVRPlugin v 1.38.0When running our Unity client from the Oculus store with an Xbox controller attached, the controller appears to be showing drift. This is causing our input selection to ping pong back and forth from touch controller to xbox controller. We are already accounting for dead zones. What is very troubling is the app only has this behavior when launched from the store. Launching standalone or on other pc platforms does not have the issue. I have also forced calling OVRInput.Get instead of UnityEngine.Input.GetAxis in the development standalone case and it doesn't have the issue. Just through the store. Given that publishing to the store to try to debug this issue is going to be very difficult to iterate towards a solution, I am posting early before trying much in the way of narrowing the issue, to see if there is any known issues or work arounds to try.
Hi guys,I am having a problem bothering me for weeks. I have been using Unity 2019.4 hdrp to build a scene for my research. I'm using Oculus Quest via Link. However, everytime I try to build the game, it always ended up with only render the left eye while the right is totally black. I have tried using built in XR plugin and XR management, removed post-processing package and tried both multipass and single pass instance mode. None of them works. Just wondering if anyone have same problem or ideas to fix it? Thank you so much.
I understand this is probably the case of the Oculus developers setting up an assembly definition file so that their scripts compile first, but can anyone confirm 100% why it is that all the scripts in the Oculus folder cannot reference any scripts outside it?Thanks!
Hi,we've recently launched our first game on Oculus Go (F-Sim | Space Shuttle VR). I've fixed a couple of minor bugs and would like to test the update from the alpha or beta channels in the store. The current store build is 80, I've uploaded build 81 to the alpha channel, my user-id is subscribed to the alpha channel, but my Oculus Go doesn't show the option to update.This worked fine before but stopped working as soon as we had a version in the store channel.Does anybody have the same issue or know a solution?Thanks a lot!
It is several days back, when avatar image can not be loaded from server. "leaderboardEntry.User.ImageURL" All my games can not load it now. What happen? Is it still supported?
Hi All, I am developing cross platform multiplayer application using Oculus SDK. I got the following error when I trying to build IPA file for iPhone through Unity Cloud build Dashboard. Please help me to fix this issue.470: ▸ ❌; ld: bitcode bundle could not be generated because '/BUILD_PATH/vinsinfo-private-limited.globaloffshorevr10prnibmq/temp20200525-7005-1m4i1nb/Libraries/Oculus/LipSync/Plugins/iOS/libOVRLipSyncShim.a(OVRLipSyncShim.cpp.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64471: ▸ ❌; clang: error: linker command failed with exit code 1 (use -v to see invocation)Unity Editor : 2019.3.3f1Oculus SDK : 1.47Thanks in advance.
Bit of a fun one I guess.Always been curious about what the tcp listener is actually listening for / processing. Is it the headset information passed by port traffic? Does anyone have links to docs that show the network that oculus creates when running games or am i off here and its all internal messages?C
It seems when I move using the joystick the player Y position on the terrain changes as the terrain changes, but when I walk in room space the player Y does not change. Is there a setting to honor the Y based on both the virtual terrain AND the room space head position? THanks.
When I try building an unity app (eg: HandsInteractionTrainScene in the SampleFramework that comes with the unity integration) for the quest, when the app launches, I get black screen. In the adb logcat I see the following error:09-29 12:40:51.061 14952 14967 D Unity : Unable to load library '/data/app/com.umanitoba.hci.SampleHPUI-1/lib/arm/libOculusXRPlugin.so', native render plugin support disabled: java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "__cxa_type_match" referenced by "/data/app/com.umanitoba.hci.SampleHPUI-1/lib/arm/libOculusXRPlugin.so"...09-29 12:40:51.064 14952 14967 E Unity : Unable to find OculusXRPlugin09-29 12:40:51.129 14952 14967 E Unity : DllNotFoundException: OculusXRPlugin09-29 12:40:51.129 14952 14967 E Unity : at (wrapper managed-to-native) Unity.XR.Oculus.OculusLoader.SetUserDefinedSettings(Unity.XR.Oculus.OculusLoader/UserDefinedSettings)09-29 12:40:51.129 14952 14967 E Unity&n
Hi there.I had hand tracking working in the editor a while back, using a Quest + Link Cable... but I was working on it today and it doesn't seem to be functional any more.I am using Unity 2019.4.9f with... actually I can't work out what version of the Oculus plug-in I have. I am going to guess that it is the latest!Has anyone else observed a similar issue? Were you able to fix it?Thanks,Dan
Anybody know if there is a limit to the number of points the point cloud can use and reference on the Oculus Quest?
Is it possible to change guardian system mode at runtime ?If not , I have a problem with my game sometimes the guardian system changes to seated\stationary mode and I don't know why.
Hi, I am working on Oculus Quest VR development.I found this document:unity-ovroverlayit said:Overlays OVROverlayInformation about adding an overlay using OVROverlay is described in the VR Compositor Layers guide. At this time, only Quad world-locked overlays are supported for cross-platform development.To use a cross-platform overlay, add a quad gameobject to the scene, delete the mesh renderer and collider components, add an OVROverlay component to the quad, and specify a texture to display.Can I know the situation of the current version 2020? does it work with all other overlay types?Thank you.
When using hand tracking on the Quest, it instantiates various objects, such as capsule colliders. When doing so, the SDK should really set the tag and layer of all these objects to match the object instantiating them, I just lost a lot of time because of just this, and didn't figure it out until I setup Oculus Link so I could debug in the Unity Editor and see exactly what was being spawned in the hierarchy. The easiest method of detecting if someone is touching something is to have a script on that object looking for collisions from the hand, but by default all it can tell is it's colliding with an Untagged thing in the Default layer, so best you can really do for now is check for the name starting with Hand_ or check the parent of the parent of the collider, neither of which are great solutions.
I need to make a vr project in unty 2020 and i can´t find out how to debug the project in editor mode
Our submitted App VRBowling is visible in our Oculus App library tab. -- Unity v5.6.2f1, Oculus Utilities v1.15.0, OVRPlugin v1.14.1, SDK v1.16.0. --Documentation says that entitlement check will pass if User can view the app from their library. This seems to be the case as it's visible. However when I launch the app from library I get Entitlement check fail. Also Entitlement Checks pass when in stand alone build (Unity 5.6.1f1 or 5.6.2f1) as well as working in Unity Editor Play mode in both versions with User Token.I have attached the Oculus Entitlement Check C# file we are using based on the Oculus / Unity Entitlement Check example code for reference here :using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.UI;using UnityEngine.Events;using Oculus;using Oculus.Platform;public class OculusEntitlementCheck : MonoBehaviour { public string appID = "1078093085625410"; public GameObject ex
I'm following the Escape Room Unity Tutorial. All was well until I ran into version issues in Unity's instructions. (#2 Creating a Unity Project - https://learn.unity.com/tutorial/unit-3-using-unity-to-develop-vr-experiences?uv=2018.4&courseId=5d955b5dedbc2a319caab9a0#5d967d98edbc2a5ecf7873a7)So I went to Oculus documentation on how to set up Unity: https://developer.oculus.com/documentation/unity/unity-conf-settings/?device=RIFTAll was well until I got to "Set Rendering Preferences". In the Edit > Project Settings > Player > Windows tab > XR Settings area, I have these notes on depricated and legacy items.Consequently, I can't complete the rest of the procedure.Any guidance would be much appreciated.
Hello everyone!I am working on multiplayer Oculus Quest game that has dedicated servers on Playfab and players could host their own game to play private match with friends.The netcode uses Mirror (HLAPI) and Ignorance Transport (UDP).So I'm working with Oculus.Platform.Rooms to connect friends when they're invited. In the room debugger tool, I see the two players connected in the same room but how to send/receive/synchronize informations ? I want the friend who joined to connect to the host player's.Is anyone already done something like this ? Must I use another Transport ?Project informations : Unity version : 2019.3.15f1Oculus Utilities : v1.49.0OVRPlugin : v1.49.0Oculus SDK : v1.52.0Mirror : 13.0.1Ignorance : 1.3
Hi All, We are developing a multiplayer application with Oculus avatar system and photon voice chat.When we enable photon voice chat, Oculus avatar lip sync is not working. But Lip sync is working when we disable Photon voice feature.Please Help us to solve this issue.Thanks in Advance.We are using the following version,Photon voice 2 version 2.5Unity version 2018.2.16 f1
Hello,I recently used this tutorial from Gabor to attempt to get around size limitations for apks by creating an asset bundle and turning it into an expansion file. My app is essentially an interactive video player, with a 3.65GB video, in a single scene. I removed the scene from the build list, turned it into an asset bundle obb and created a new scene that loads the asset bundle and starts the loaded scene, it works in loading the scene and the interface, except the video doesn't play. Using Unity 2018.3.6f1 and Oculus SDK 1.34.Any help would be greatly appreciated, thanks!
I want to use MRC tool to record Mixed Reality Video for my game , how to support MRC in Unity?
hello. The Oculus Touch Pad does not work in Unity since the last Oculus Update.When we are developing on the Unity platform, will not be able to enter values such as button clicks in addition to tracking on the touchPad.ex) OVRInput.GetUp (OVRInput.RawButton.A) ...What should I do?Thanks.
Hi,I'm trying to upload the alpha version of my application on the oculus build dashboard, but I keep getting this message from the test status result: "This app uses the speech API, which is not supported on this device.".I'm using Unity 2018.1.0f2 with all the oculus integration assets updated. I did some research and tried re-generating the AndroidManifest.xml with the tools->oculus feature, then added this line manually<uses-feature android:name="android.hardware.microphone" android:required="false" />inside the manifest template in Assets\Plugins\Android. After the build I inspected the apk and noticed that the merged manifest file has this permission listed:<uses-permission android:name="android.permission.RECORD_AUDIO" />which I guess could be the issue ... but I don't really know how to get rid of it, Unity seems to add it arbitrarily.If I push the app directly from Unity to the Oculus Go it works without any issue so I'm a bit confused, I'm pretty sure
I tried my game and its new email script before sending it to Oculus Store and it worked.Then I sent it to update my existing app and download it through Oculus Home to test it again, it crashed.Edit, crash is related to:smtpServer.Send(mail);I configure my app with "Internet connection not required" because it's not required to play, only to send an email.Any idea how to fix it?
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