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Hi,Where can you get the Oculus Integration for Unity - 18.0? On the asset store it still list v17.0... https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022Its v18.0 available for download?
I noticed the announcement that v18.0 was published to the Unity Asset Store on 7/7/2020, but I cannot find it. Any help is appreciated.
I am having some problems with the Oculus Integration package, and it hijacking the Game window when playing in UnityIf I add a camera to the scene, and set it to Display 1, and the Game window to Display 1, the Game window is then hijacked when pressing to be POV. It is this overriding that I can't seem to find where to disable either in the Oculus Integration code or a setting for.If I set any Game window to be something other than Display 1, then the headset just draws black when pressing play (this may be a Unity problem, maybe an Oculus SDK problem)If I remove the Oculus Integration asset, with the same XR rig, I can then see the third person camera draw correctly in the Game window, which indicates that the Oculus Integration asset is somehow overriding the draw
Is it possible via Unity script to trigger the Oculus save screenshot function so the player can save pictures with an in game button? Ideally the saved image will be from a separate pre-framed camera.
So I have hand tracking basically working in the main menu of my app - the hands show up, track nicely, I can switch back and forth between hands and controllers in the main menu. Transitioning into a level works as well, and I can switch between hands and controllers in level. However, when I go back to the main menu, things break for some reason. The loading icon stays visible even though it has been deactivated in the hierarchy, and although I can actually still switch between hands and controllers and the fingers still track, neither the hands nor controllers will move from their spots. The controllers show up where I placed them last, and the hands show up in a strange horizontal position, with one on top of the other and palms facing each other. Sometimes other positions/locations though. Has anyone seen this problem before? I am using Unity version 2017.4.17f1, with I believe the newest version of Oculus SDK.
Oculus Avatar Remote Lip Sync does not work. I am using a photovoice2.Local is good. The problem that I went through in the past came again. Is there a workaround? Please explain a bit concisely.If you send the sound data to the Volume Amplitude in OvrAvatar, I think it might be somehow... I'm not sure how to send it. I tried to disassemble the Oculus Sample Scene and use Voip together, but the project is expanding. Please help me get out of this project. please.
The latest version of our Oculus Integration for Unity can always be found on the Unity Asset Store. More information about this release can be found here.Due to compatibility issues we do not recommend using the any 2018.3.x versions of the Unity Editor for Oculus development. If you need to use a 2018.3.x version, or need to fix a broken project, please see the workaround forum post - Using the Oculus Integration with Unity 2018.3.x.1.32.1 Update Notes1.32.1 fixes a pair of issues introduced in 1.32.0:Fixed an issue where some users with older CPUs were unable to use the latest Oculus Integration.Fixed an issue where users were unable to successfully import the latest Oculus Integration into the Unity Editor.New FeaturesAdded the Oculus Profiler Panel to provide real-time metrics for all development builds. Use the Oculus Profiler Panel to debug and optimize your app during development.Added OVROverlay support to Unity Cross-Platform Development.The Samp
Hi, I recently experienced a weird issue in the Unity Editor.My project involves many scenes, and some scenes take a few seconds to load. However, I noticed that after loading a new scene, there always is a weird flickering in the right eye only, and the flickering consists of something from the previous scene. Has anyone else encountered this issue before or an issue that only occurs in one eye in Unity and know a fix for this issue?Thanks.
Hey,I have a pretty basic questions regarding working with Oculus Quest Handtracking.Which method of the OVRSekleton Script can i use to return the x-coordinate of the index finger?Basically I want to change a game parameter with that value....I could use a lot of colliders to change the parameters, but I thought that is inefficient?Does anyone know how I can get this value?
I want to get rid of the nasty Specular of Oculus Avatar Shader.My content is a bit dark(sometimes no light), but Oculus Avatar has s strange and sharp specular.Shader "OvrAvatar/Avatar_PC_SingleComponent"I am developing with rift, so it seems to be a problem here.'Smoothness' and 'Metalic' set to 0.0f, but it doen't work.If I look into the Shader script for a long time, anything may be solved, but first of all, I think there might be someone who knows how to solve this problem.
I have just started developing for the Quest (been working with Gear, Go and Vive before) and have made a simple test application to understand the Quest button mapping in Unity. It looks great and very flexible!When I tested the thumbstick, both for position and for the events PrimaryThumbstickUp, PrimaryThumbstickDown, PrimaryThumbstickLeft and PrimaryThumbstickRight I noticed that he threshold is 0.2 (or -0.2). As soon as I get above that value the event is true. Is there a way to configure this threshold, to let's say 0.5?Thanks!
I’ve implemented a full body avatar using Final IK in my prototype and while the results are beyond my expectations so far, it’s missing hands animations.So I was wondering if there was a way to use the awesome Oculus Avatar hand animations on a standard humanoid rig?
Hey, I've run into an issue with unity integration. I'm using unity 2019.1.1 and OVRInput.GetDown doesn't work as in it always returns false. In the meantime, OVRInput.Get works as expected. Before I do any custom implementation of GetDown as a workaround, I'd like to know if it is going to be fixed or if I'm doing something wrong. I know that there are other people asking about this issue but I never seem to find an answer, most of the threads are usually answerless...as a reference, this is what my code looks like (yes there is an OVRMananger on the scene, as I said, everything works fine using Get while GetDown doesn't seem to work.public bool InventoryBttn;public bool InventoryBttnDown;public bool InventoryBttnUp;void Update(){ InventoryBttn = OVRInput.Get(OVRInput.Button.Back); InventoryBttnDown = OVRInput.GetDown(OVRInput.Button.Back); InventoryBttnUp = OVRInput.GetUp(OVRInput.Button.Back);}
Hi,I'm thinking of jumping ship from Unity to UE4 due to the myriad of issues I've experienced. Is the state of affairs more coherent in UE4 or will it be a similarly frustrating experience?Thanks!
Hi, In the documentation from oculusvr saids "Note: Developing apps for Oculus Go requires Unity Editor 2019.2.13 version.".Does this mean only this version or does the go support also versions higher than this for example 2019.4.2f1 (LTS)?
In our games, we sometimes need players to interact with the desktop (e.g. after opening a Website in the OS browser to let the player interact with privacy settings only available via a Web interface). With SteamVR, we can open the in-VR dashboard with the desktop view via by using a simple API call: OpenVR.Overlay.ShowDashboard("valve.steam.desktop");What this does is: a) show the SteamVR in-VR dashboard (that's equivalent to pressing the system button), and b) activate the desktop overlay.Is something like that also available when using the Oculus native SDK?I have tried finding it in the documentation but wasn't able to. If this is not possible, yet, could you please add this? We'd like to offer the same features both when using SteamVR and when using Oculus natively.
For game development I am using a number of button inputs to represent one input. The issue with this in code is that it obviously isn't the cleanest way to write out if statements with ovr input + over input etc.Can anyone offer a direction or solution for a cleaner way to group the inputs together as a variable?Thanks
When the application does play.I'm trying to load asset (OVRLipSyncSequence). public OVRLipSyncSequence MyOVRLipSyncSequenceNow = null; void Start() { MyOVRLipSyncSequenceNow = Resources.Load("Assets/StreamingAssets/Voice/English/LipSyncSequence/MyOVRLipSyncSequence 1.asset");}
So I'm developing a Commodore 64 VR app for the Quest, for example:https://www.reddit.com/r/OculusQuest/comments/heggol/progress_update_on_my_commodore_64_virtual/But I'm finding it quite the challenge to hunt down consistent optimization information and my FPS is certainly way below the target of 72 or 60 at many times. I think my meshes are too complex and I don't know all the ins and outs of what works for optimization and why, like baking lighting, making meshes static or not, etc.. Mainly I want to know if there is an exhaustive resource on this or if someone can help point me in the right direction. I see there are many optimization plugins on the asset store but they aren't free and I don't know which one I should buy if I were to even go that route, I don't know which one is the best... :\
I have some projects developed for Oculus Go in Unity 5.6 and I need to pass them to Oculus Quest. My question is: is it possible develop for Oculus Quest with Unity version 5.6? thanks!!
I am using Assembly.GetExecutingAssembly().GetName().Version.ToString() to get apk runtime version number.I have the same call in another apk that is not pushed to Oculus but runs on phones. That works.The Quest reports 0.0.0.0.Anybody else run across this?
Hi,I just want to know if there is a way to force the controller or the hand's rigg to squeeze the fist only by pressing one button via script ?I want to change the state of the hand only by pressing one button, and if it's possible without using custom hands.For example, I want to press the IndexTrigger from the right hand and squeeze the fist with all finger on hand's rigg.Is there a way ?Thanks !
Dear Oculus,I am Yongbum Kim from South Korea,I made a Unity Asset (Not Game!) for Oculus Rift S ( not contains any third party system or equipment --> for only Oculus Rift S)using Unity & Oculus Integration(Oculus SDK).I have read about Oculus SDK term about using Oculus Integration which is absolutely necessary to make Oculus Unity API.There is the comment " You must include with all such redistributed or sublicensed Oculus SDK code the following copyright notice: “Copyright © Facebook Technologies, LLC and its affiliates. All rights reserved.”, but I just upload my Youtube content about my Unity Asset using Oculus Rift S & Oculus Integration.If I intend to include any Oculus SDK in my Unity asset and to sell or to redistribute it, sublicensing the Oculus SDK the above copyright notice may be needed, butin this case, I just upload my contents to Youtube. I wonder if sub-licensing is necessary. And, even if sub-licensing may be
Hi. I'm not new to Unity, but very new to both VR and Oculus Quest.I've tried various "setup guides" from the developer help sections on oculus developer site. Mostly I just crash Unity, or don't understand how to use any of the intergrations, or they complain messages about needing XR this or that (it's all greek to me) OR even better they tell me NOT to use X or Y with them even when the guide says to install them into Unity. There are too many ways to interpret "installing X", and no screenshots to guide me on what it's supposed to look like.What is the idiot proof way to go from a blank scene and unity project, to something that I can drop into my headset and look around with controller tracking? (In other words, the bare bones classic "empty scene but works" setup.) I gather the quest uses apk files to install applications, I have side loading setup from a player standpoint with some sidequest apps to play, but I can't seem to understand how to get th
The title says it all. I'd be curious to know if anyone can render to the right eye when the Camera Target Eye setting is set to "right" using the XR management system/plugins and multipass. I need this functionality. It works fine in legacy but legacy is being deprecated. Using an Oculus Rift. The latest version of Unity and XR Management/PluginsThanks
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