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I wasn't really sure how to title this but for I am a new developer using Unity and the Oculus SDK and I am trying to figure how to make an object spawn and move when the player makes a fist and punches. However I cannot find anything on moving objects based on a hand motion. I keep trying to search different things but I am unable to find anything on the topic. Kind of like a force push kind of thing but the object will spawn when the motion happens and not already be in the scene. If anyone has any suggestions of things for me to look up I would really appreciate you pointing me in the right direction. I know I have seen this kind of thing in games before but I cannot find any information online about it so I am assuming that I am just not looking for the correct name of it.
I have two questions about the player height:1. I have set my height (190cm) from the Oculus Configuration Utility and usually in Unity demos it shows a height of 1.797. That is the eye height? So 190cm minus ~10cm? Is the height from OCU being used in anywhere else?2. Even though the height value is right, the scale doesn't feel right. Floor/ground seems to always be little too close. After setting the height manually to little over 200cm it starts to feel like a right scale. Can this be fixed somehow so that both short and tall could enjoy the same experience? Although I feel like as a tall person, walking little lower below ground level doesn't feel as bad as a small person hovering too high above ground. :)
Hi,I try to use the hand tracking for Quest.I use the HandTest_Custom scene in the VR/Scenes from Oculus Integration 19.1It works well for detection of hands.I try to grab a cube with OVRGrabber and OVR Grabbable but it doesn't work.Here are screens for the left hand and the grabbable cube.Do you know how to do ?I tried to find a tutorial with this version but found nothing.Thanks a lot.Best.
Hi,Is it somehow possible to use the Oculus Quest VR Keyboard in an Unity app for input?Then we could avoid to develop a custom one and the user get the same experience as in the Oculus UI.Thanks
Hi! Im trying to load a DLL in runtime in the Oculus Quest, but when I try that the app will crash. (In pc it works)here is the errors that Im getting from Logcat:
Hello!I'm developing for Oculus Go and using Oculus Rift for quick testing on PC. But when I moved to unity 2020.1.3 with its XR Plug-in management I can't do it anymore. I have to connect Oculus Go headset (which I don't have now) instead of just putting on Rift and test it. Does anyone know how to fix this problem?Thank you!
Hello! Help me!version:2019.4.9f1Even if OVRCameraRig is added to the scene and built, the image cannot be seen 360 degrees and the image appears like a screen.No error occurs, you can look around 360 degrees as usual when you build by simply placing an object in a new scene.Please let me know if there are any changes to the settings that come to mind.Thank you.
I want to publish a plugin for Unity on the Unity Asset Store. The package includes, among other models and scripts, a copy of the 3D models for hand tracking included in the Oculus Integration package (OculusHand_L.fbx y OculusHand_R.fbx). I want to know if I can distribute, modify and make commercial use of the 3D hands included in the Oculus Integration package for Unity.
As our product matures my team and I are starting to work toward stabilizing it. It had some issues that we cleared out. But there are some issues that are hard to track.We are using Unity with Oculus Integrations. The application is relatively stable but still has some issues.One thing is that the apps sometimes: - crash and close - freeze - present black screen but continue to work - crash on startupThese seem to happen more often in smaller rooms with less distinguishable features or on places with a lot of people traffic.The app would sometimes crash on startup or resume. Or freeze in the middle of an experience.We have tried to collect crash logs but most of the time the crash logs will indicate that the app tried to "resume" and the ActivitiManager is killing it due timeout.Sometimes the app will go on background and present "tracking lost" overlay and then crash when going back.Here is some accompanying adb traces that we have managed to capture.*** This seem
First of all, I truly appreciate Oculus's overlay layer tech for media player developers, which make video looks sharper & less judder.My team has been contributing to develop "view-based media player", the main method uses 24 quadrilateras to combine mesh into what just right cover camera's view. it works well while 24 quads rendered by unity mesh & shader, but we want to introduce this method into overlay, letting overlay renders the 24 quad. I check the newest sdk v1.40, the overlay layer tech could coustom their mesh through vertexs & uv & triangle index by OVROverlayMeshGenerator, but there is no way to custom overlay's mesh shader though sdk v1.40. As for as i know, there should be program id created by gles though glCreateShader, which use for overlay mesh shadering.so, could oculus staff update unity's sdk in future to support changing overlay's mesh shader? Somehitng like i can pass gles style shader into api and got the shader id,
Hello Oculus Forum, I cannot seem to detect my Oculus Go controller from any of the default example scenes. I know of Oculus's plans to "sunset the Go" by the end of this year and it seems to be slowly phased out of the integration package. However if an experienced Oculus Go developer could point me in the right direction in my setup that would great! As some background, I am a new Oculus developer tasted with creating an application for Oculus Go through Unity, which I have used for several years. I've setup a project in Unity 2019.4.0f1,successfully integrated the Occulus integration package from the store and updated to the latest plugins for Unity. I've done a build with the cubes scene and successfully deployed it to the headset with it tracking head movement. However when doing the Controller Models scene it couldn't detect controller movement, nor any controller input. With the Hand Test scene it detected the hand, mapping the a hand to my controller (with the wrong o
Inputs from my left and right touch controllers are not detected in Unity and only the hand presence, position and rotation are being detected. This would appear to only happen in Unity as in the demo games from the Oculus App (such as "First Contact" or "Google Earth VR") the button presses are detected. In a new project, I attached the following script to my touch controllers but the debug messages were not printed:void Update () { if (OVRInput.Get(OVRInput.RawButton.A)) { Debug.Log("A pressed"); } if (OVRInput.Get(OVRInput.RawButton.RIndexTrigger)) { Debug.Log("Triggered pressed"); }}I am using:- Unity 2018.1.6f1- Oculus Utilities v1.25.1- OVRPlugin v1.25.0- SDK v1.27.0I only have OVRCameraRig (with OVRManager enabled) and LocalAvatar in
Hi there,We've built a VR game in Unity using the SteamVR plugin that's built upon OpenVR. The problem is that we now want to submit the game to the Oculus store but we need to remove the Steamworks libraries, SteamVR and OpenVR API. The Steamworks libraries are not an issue but with all of the interactions being built upon SteamVR and with a lot of the components from SteamVR Interaction System being heavily modified, is there any quick way to port/modify this project to just use the OculusVR SDK so that it's acceptable for the Oculus Store? Or is our only option to basically start from scratch with the OculusVR SDK and modify that framework?Thank you,Fabio
For about two months our Quest users have been reporting rare "blue blobs" appearing over their screen. An example image is below, where the blobs are fixed size squares that move with the user's head. We determined it was related to a mid-frame z-buffer clear we perform, from one user who could get the problem reliably, but could not fix it by different ways of clearing the z-buffer. Finally we remembered we had checked the "Low Overhead Mode" option around the time the problems began, and after unchecking it that user and nobody else has reported the problem in a week.We know that a mid-frame z-clear is somewhat unusual but thought we'd report the problem here in case it rings a bell for anyone having a similar problem, or for Oculus devs to consider how that could be happening. It's probably not a Unity-specific issue but we can't get repros on Unreal or the native API. We also haven't seen this issue in the same app for the Go.Unity: 2019.4.1f1Ocu
Hi there, I am preparing my app for publishing to the Oculus GO store. There is a requirement that says "The app must open Oculus Dash if the user long-presses the back button."How can I trigger dash? I searched through oculus documentation with no luck. Can anyone share the code snippet to trigger or invoke dash?
I want to use a raspberry pi as a server and send simple commands to several Oculus Go's. I have experience with API's so ideally I would like to send some HTTP requests to these Oculus Go's but I don't know if it's possible to have some sort of http server on the Oculus. What is the best way to do this? latency isn't very important and the messages sent will be quite infrequent probably. I probably want to have a golang program running on the raspberry pi that then sends the network commands to the unity app on the Oculus.
Hello everyone, Can't find any information about Oculus Quest and smartwatch integration.I need to collect heart rate from smartwatch, and make some changes inside my Quest App based on user's heart rate.Is it possible to connect them directly, or via custom smartphone app?
Hello everyone! I installed ovr metrics on my quest, built the app from unity and when I try to open my app a message pop ups: "OVR TRANSITION SCENE", Failed to get the scene info data ..What is this?
I'm trying to implement UI using a LaserPointer and some Unity UI components (Dropdowns and Sliders).I've got the scene set up with an OVRCameraRig and the OVRInputModule replacing StandaloneInput on the EventSystem.I've added OVRPhysicsRaycaster to the OVRCameraRig and OVRRaycaster to the Canvas that my UI components live inside.I set the Ray Transform of OVRInputModule to RightHandAnchor, and set Cursor to OVRCameraRig (which is where the LaserPointer component lives).This has gotten me to the point where I see the laser pointer in the scene and, when I hover over UI components, they become selected.Unfortunately, I can't interact with them. None of the buttons on the touch controllers trigger the dropdowns or grab the sliders. I know that the ray is hitting them, since they become selected when hovered. Any ideas on why they might not be interactable?Thanks!
Is there any possible way to change the avatar's appearance on runtime with only changing the avatars ID. My application has to change constantly one avatar's look depending on the user and re-instantiating it is really heavy on the performance
Hello,Getting this exception being thrown in the console when removing a Rift S headset...This is happening in the Unity Editor, using Unity v2019.1.11f1, Oculus Utilities v1.28.0, OVRPlugin v1.28.0, SDK v1.39.0.Not using touch controllers, it's currently a passive presentation-type app.ArgumentException: start_index + length > array lengthParameter name: lengthSystem.Runtime.InteropServices.Marshal.Copy (System.Byte[] source, System.Int32 startIndex, System.IntPtr destination, System.Int32 length) (at <7d97106330684add86d080ecf65bfe69>:0)OVRHaptics+OVRHapticsOutput.Process () (at Assets/ThirdParty/Hardware/Oculus/VR/Scripts/OVRHaptics.cs:243)OVRHaptics.Process () (at Assets/ThirdParty/Hardware/Oculus/VR/Scripts/OVRHaptics.cs:369)OVRManager.LateUpdate () (at Assets/ThirdParty/Hardware/Oculus/VR/Scripts/OVRManager.cs:1458)Screengrab of the camera rig prefab using the OVRManager component, pretty standard implementation:
Hi there! I have a rather nuanced question and I hope there is an easy answer! I was wondering if there is a way to independently control the left and right eye camera poses? And if so. From where? I have the newest Oculus SDK and Unity Plugin (1.31 and 1.30.0, respectively) and have been picking at the OVRCameraRig.cs but whenever I make any modifications to the anchor points the cameras don't seem to update. Can pose updates to the cameras be done in UpdateAnchors() or are the anchors only intended to have things attached to them? I've tried updating as well in LateUpdates() like the following, and it updates the Rotation in the Unity Gui but has no effect on the camera itself.private void LateUpdate() { OVRHaptics.Process(); var lefteyeanchor = GameObject.Find("LeftEyeAnchor"); lefteyeanchor.transform.localRotation = Quaternion.Euler(0, 90, 0);}I know this is must be a rather odd question because why would anyone want to do something so weird!? But I'm looking into a specific
I am unable to read the back button on the quest controllers. All other buttons work fine. I have tried the following:OVRInput.Get(OVRInput.Button.Back)OVRInput.GetUp(OVRInput.Button.Back)OVRInput.GetDown(OVRInput.Button.Back)all return false. I have also tried reading the escape key as I have read that some people say this works but no success. How can such a simple thing not be working? Please help, thanks. I am using the latest version 19 of oculus integration downloaded from the asset store.
Hi,is there a way to programatically set VR focus back to our application? Currently when a device is lost (i.e. user unplugs cable) and is acquired again (i.e. user plugs the cable back in), Oculus Dash is displayed and I can switch back to the application using a controller. The application correctly handles recycling of the device and everything is running as expected. The issue is that normally user does not have a controller available (the application is an arena-scale LBVR experience, tracked by Optitrack) and the only way to get rid of the Dash is to restart the whole application, which is obviously problematic.The application runs on Unity 2018.1.1 and the latest Oculus plugin/SDK. I'm aware of the Unity-related Dash and focus resources https://developer.oculus.com/documentation/unity/latest/concepts/unity-dash/https://developer.oculus.com/documentation/unity/latest/concepts/unity-lifecycle/however they describe how to detect and adjust to when a focus is lost, rather than
We have a rare bug. It happens maybe once per 40 hours of testing randomly throughout the game. When it happens, the screen stops rendering correctly and can persist even between runs. It appears to be rendering only some random tiles of the image while leaving others blank. Apart from the rendering, the game continues to play normally:We are using Unity 2018.4.6f1 with Oculus Android package 1.38.6 and Oculus Integration 1.42There don't appear to be any errors reported in the logs and it happens in both release and development builds.Has anyone seen anything like this before?
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