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Hi,I have an issue with the grab interaction as in this video. I replace the mesh of the hands and now they are working fine in when it comes to the animations but when it comes to the grab interaction it becomes slow and heavy.. the frame rate isn't affected but there's a lag. *I'll put the video link in the comments*
Hello i built my game in unity and everything works but now when i add dash support the game won't pause. I read something about setting oculus focus aware to true but how would i do that or where would i do that if that is the solution? I just need the game to pause when i launch Dash.
When i'm building my app with the Development build enabled in Unity build settings, the game does timeout on every network calls. (No problem if the build is not in development build) and on a PC build, it cut internet connection of my computer when the build is launched.Anyone with a solution for this problem ? or a way to debug it ?
I need to measure the distance from the HMD to an object in the scene.I used all relevant objects in the prefab as the target but in the logcat I could see that no matter which object I choose non actually moved in unity.The guardian was in stationary mode but had the same problem when not. public Transform head; private StreamWriter writer; public Rigidbody fixedpoint; private float time = 0.0f; public float interpolationPeriod = 1f; private UnityEngine.Camera FOV; void Awake() { Debug.Log(getPathToCSV()); FOV = UnityEngine.Camera.main; } //------------------------------------------------- void FixedUpdate() { time += Time.deltaTime; if (time >= interpolationPeriod) { &n
Hey All,Is the OVR Overlay Equirect shape only available on the Oculus Quest? Asking because it currently doesn't work in editor on our PC and the Rift docs don't mention it, but the quest docs do. If it's not available on PC, is there a reason and will it be in the future?As a follow up, we are attempted to create a background for a loading scene but when we create cubemaps it appears we are very far off the ground, I was hoping to solve this issue using equirect shape, is there any other way to solve this?Currently working in Unity 2019.3, URP 7.2 and latest Oculus plugin (19.1)Thanks,Colton
I'm starting a new project and want to know if there is a recommended stack for VR development?I'm thinking 2019.4 LTS with standard (legacy) renderer and Oculus integration. Does that sound right?Not sure any of the scriptable render pipelines or the new XR integration is ready for prime time yet.
Does the oculus local avatar hands integrate with the new Unity XRI toolkit? if so, i'd like advise how to get that working. Tia.
Hi,Using Unity 2018 and the VR Lightweight Pipeline.Controllers and hands are PINK, how to change its material to the lightweight shaders? They only appear in Run Time and there is no material that can be tweaked.Thanks for your help.
Are there any hardware (or any at all) limitations that would prevent hand tracking from working in Oculus Link through the Unity editor?I've been using it for a month or two now, but a teammate of mine with a very similar machine/setup is unable to make it work. He's had zero issues using Link aside from hand tracking, and it's becoming very anti-productive trying to troubleshoot. Both of us are working on the same project, using the same headset firmware and the same oculus software version. I suspect the only actual difference is the cable being used. He's had no other issues using Unity + Link aside from this, so I'm curious if hand tracking (in Link or the Unity Editor) is somehow limited to only the official Oculus Link Cable or if there's a similar limitation that isn't mentioned in any tutorials.
I'm have a problem on running my game right from Unity on my linked Oculus Quest.When I'm hitting the Play-Button I get the following Error:DllNotFoundException: OculusXRPluginUnity.XR.Oculus.OculusLoader.Initialize () (at Library/PackageCache/com.unity.xr.oculus@1.3.4/Runtime/OculusLoader.cs:103)UnityEngine.XR.Management.XRManagerSettings.InitializeLoaderSync () (at Library/PackageCache/com.unity.xr.management@3.2.12/Runtime/XRManagerSettings.cs:169)UnityEngine.XR.Management.XRGeneralSettings.InitXRSDK () (at Library/PackageCache/com.unity.xr.management@3.2.12/Runtime/XRGeneralSettings.cs:175)UnityEngine.XR.Management.XRGeneralSettings.AttemptInitializeXRSDKOnLoad () (at Library/PackageCache/com.unity.xr.management@3.2.12/Runtime/XRGeneralSettings.cs:148)But when I'm looking into my Library/PackageCache/com.unity.xr.oculus@1.3.4/Runtime/x64 the OculusXRPlugin.dll is there.I'm using:MacOS 10.15.5Unity 2019.4.01fOculusXRPlugin 1.3.4 (but already tried the 1.3.1, 1.3.3 and 1.4.0)
Seeking direction in the development of a Nunchuka mod? Would Oculus support it?
Sorry for the noob question. Our game runs the Oculus runtime just fine without the Unity plugin. But the VRC validator fails :(. Do we really need to add the Unity plugin just for VRC validation? Thanks.
Anyone know how to easy convert the touch trigger to "Fire1" (Left mouse button) Default in the SDK, button.ONE on the toush controller is lunching my projectile using old script with "Fire1" (Left mouse button)if (Input.GetButtonDown("Fire1")) {Is there an easy way to remap: "Button.One" = "Fire1 / LMB" to: "PrimaryindexTrigger" = "Fire1 / LMB" Could this be done in the OVRinput.cs skript without changing the "Fire1" script?/ Best regards from the Dactyl Nightmare dev. Fredrik
i made a lot of researches and fund nothing about this.i'm surprised because the last update is dated from july and i know this VR > XR code problem since something like 2016 or 2017...If the VR error can easily solved by replacing it by XR, for 'Boundary' type or namespace, it is a bit more complex to find the solution..so, maybe i missed something about the possibility to use .VR in code, but if it is not the case and we simply cannot use this kind of code and if the only right syntaxe is XR, why not modifying it before putting it on the unity package manager, so users can get it to work directly... ?it is already hard to find and regroup all information to make it to work, it would be more efficient if there was no error at all.the point is there, i hope to get an answer soon. :smile:
I'm experiencing a bit of anti aliasing using HDRP 7.1.8 in Unity 2019.3 7f1. The scene looks great when I play it using the fps controller, but as soon as I switch to the Oculus I get a ton of flicker and jagged edges. I could use some advice on the best steps to take to check my settings and make changes that can improve anti aliasing. Thank you!
HelloI had an application in which I could catch objects using two scripts: OVRGrabber, OVRGrabbable.It was working very well 1 or 2 weeks ago, but since very recently, I can't say when exactly, it doesn't work anymore after I updated the SDK I did to see the "Hand Tracking" SDK.What happens is that as soon as I try to catch the object, the object makes a translation behind me and doesn't move as long as I catch it, as soon as I release it, it falls down.The gameobjects in my objects are not the children of another gameobject, so the offset has nothing to do with parentage.I've exactly follow the instruction in this tutorial on Youtube (I can't post link...) : Unity Tutorial : VR, Oculus Avatar and Grabbing Object setup IN 5 MINUTESHere are the components that are on my left hand, right hand and on an object to catch : Object : Left hand anchor :Right hand anchor:I already try to play with "Is Trigger" parameter but nothing was better.Hope someone got a solution !
When in Oculus Link Remote Desktop and I press play in Unity, I assumed that it would start to play in the Oculus Quest headset, but it only shows like a window on my desktop.I use Unity 2019.3.15 and XR Plugin 1.3.4, latest update on Oculus.What am I missing here?It should start the scene in VR, but it does not.Any help is very appreciated.
When entering Oculus Link, things work smooth until the background appears, then it start to lag a LOT.I have Oculus Quest & Original Link cable + new Gaming PC, all software updated to latest.What can be the issue?Entering remote desktop is possible but your eyes get crazy, it lags so much.Hope someone has some idea here
I recently updated our Oculus plugin to the latest version, but since the update I get a really important performance issue with OVRInput.It seem that this issue was already existing before (some of our players was running the game throught SteamVR for better performance), but with the latest update the issue is even worse, to the point that the game is unplayable (on PC).The issue come from UpdateNodePhysicsPoses (in physic update) and GetControllerState4 (in update) from OVRManager, see below (default Oculus scene):I found out that this issue is linked to TimeStep, decreasing the timestep will increase the number of physic update, making the performance worse.At default timestep (0.02), it "only" consume around 2-3ms (still high), but decreasing the TimeStep to something lower will exarcebate the problem.The update loop also consume around 1-2ms, so by default the CPU is spending ~3-5ms only on inputs!By comparison, the update loop and physic loop of SteamVR only use around 0.5ms, so
So I am trying to upload to the alpha channel but keep getting the error, "Oculus SDK not found or older than 1.0." I have made some headway on this issue and have discovered that, in OVRPlugin.cs, OVRP_1_1_0.ovrp_GetNativeSDKVersion() is returning null. This is causing the SDK version to only ever appear as v0.0.0. And, I assume, this is what's causing the upload error. Has anyone seen this before? How do I get it to not return null, but return the actual SDK version? I am using Unity version 2017.4.40f1 LTS, Oculus Utilities version 1.49.0, OVRPlugin version 1.49.0, and I think the SDK version is supposed to be 1.51, since that's what I was seeing before when I ran in Administrator mode.
So I have been trying to upload my app to the alpha channel, but every time it gets close to finishing I get this error: Oculus SDK not found or older than 1.0. However, in Unity it says the Oculus SDK version is 1.51. Is there a way to delete the core of the Oculus SDK and reimport it on its own? Whenever I delete the whole Oculus folder and reimport the problem persists. I am using Unity version 2017.4.40f1 LTS, Oculus Utilities version 1.49.0, OVRPlugin version 1.49.0, SDK version 1.51.0.
Hi, I have spent the past couple of hours trying to configure my quest to play around with VR development. I am following a tutorial by valem on youtube and when I try to build and run in unity I get this error message. I know for a fact that I have USB debugging on, and I have been prompted to allow my pc to view the occulus files, but nothing happens. I am wondering about something though. I lost my Oculus charger when I went on vacation back in November and am using a general usb to usb-c type charger instead of the oculus brand one. Could this maybe be the reason? I have seen other people with this issue but there solutions have not solved it for me.Any help is appreciated! :smile:
Ok so i downloaded Unity 2017.4.0f1I also got the latest Oculus Utilities. And when i press play this are the messages i getVirtual Reality SDK Oculus failed to initialize.Attempting to enable OpenVR instead.XR: OpenVR Error! OpenVR failed initialization with error code VRInitError_Init_PathRegistryNotFound: "Installation path could not be located (110)"!Virtual Reality SDK OpenVR failed to initialize.Attempting to enable None instead.Unity v2017.4.0f1, 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)*****************I don't know why i get that. In My Player Settings /XR Settings I have Virtual Reality Supported checked and then listed are the Oculus with an arrow pointing to it and then below that OpenVR.And i intend to build for the RIft. This process worked fine back in Unity 5 when i tried it. But what should i do to make it work in Unity 2017.4?
Hello,I'm developing an app for Oculus Go using Unity 2019.1.12f1, the Oculus Unity Integration v16.0, and VRTK v3.3.I want to save the rotation of the headset regularly to plot on a graph later. So, for each rotation value, I need to get the most accurate timestamp possible. In the future, I'll be measuring the position of the headset too (on a better headset). Here's roughly what I'm doing, in a MonoBehaviour class that I'm attaching to an object in the scene:// The object representing the headset, set in the Unity editor:// (Uses VRTK's VRTK_SDKObjectAlias script to get the transform of the Oculus OVRCameraRig object)public GameObject headsetObject;private string previousRotation;void FixedUpdate(){ // Get the headset rotation and time string headsetRotation = headsetObject.transform.rotation.eulerAngles.ToString("f3"); string curTime = Time.time.ToString("f6"); // Check that the latest rotation isn't equal to the previous value we collected bool isDuplicate = headse
I'm on unity 2019.3 and the latest sdk. Snap position and rotation are both turned off, but this still happens: m.imgur.com/a/KHOSzz1What's wrong?
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