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Hello, I am programming in Unity for Oculus Quest and I am trying to overlay some hand gestures over the tracked hands. By overlay I mean force the finger bones to be in a certain pose during update, so momentarily stopping finger tracking (or at least severely limiting it). I managed to do some gesture recognition using Valem's tutorial but when I try to move the hands in the pose using the inverse function I used for detection the mesh is all weird. What I do to set the poses now: fingerBones.Transform.position = skeleton.transform.TransformPoint(target.fingerData) Sometimes the mesh is correct but not always. I think the closer to the actual gesture, the better the mesh. It also seems the bones move in the correct positions but the mesh doesn't follow the bones completely. I looked at how they pose the hand in the avatar and they used some cache version of the hands. I also saw that the hands for hand tracking also have cachedHandState in OVRPlugin.cs but I can't real
Hi , i'm trying to build from unity to oculus quest. I have couple of problems :1. when build and run on oculus , there's no shadow . It's just simple scene with couple of objects. I can see the shadow in unity, but when run inside oculus , the shadow is just dissapeared.2. How to build and run from unity and see the feedback in unity . I saw some videos on youtube, when the 'play' button (on top of unity) is pressed , the app is run in oculus and the view feedback is sent back to unity, so i can see what someone see inside the oculus headset. I'm using unity latest version on mac/osx catalina.Does anyone can help ?ThanksAndi
Hi,I'm new to using Wwise but I'm looking at using it with my Unity-based project and looking at using the Oculus Spatializer plugin too. I'm using Wwise 2018.1, Unity 2019.3 and the latest spatializer plugin and seem to have the basics working with a Wwise test event triggering playback. The problem is that it's playing audio via the Windows default audio device instead of via the headset's headphones (testing with a Rift S), whereas the built-in Unity Audio Listener correctly outputs to the HMD headphones as expected.I've seen these audiokinetic support threads:https://www.audiokinetic.com/qa/4653/correct-audio-device-oculus-rift-headphones-windows-outputhttps://www.audiokinetic.com/qa/5218/unity-integration-oculus-set-wwise-output-devicewhich imply some people are resorting to editing the Wwise C# code in order to configure the Oculus output device but I'm reluctant to do that unless that's really the only practical way. It sounds surprising that it should really be necessary to hav
Soooo. Am i missing something or is this not illegal?I noticed the issue cause my collider capsules attached to hand tracked bones weren't updating position/rotation with rigidbody.MovePosition/rigidbody.MoveRotation. Removing it fixed my issue, although the physics update in other projects worked fine with the implementation.
We recently upgraded our Oculus Unity Integration from v1.36 to v16 and noticed the behavior I'm about to describe. I'm also able to reproduce it in a new project with just the Oculus Unity Integration package and the sample scenes included with it. It's...weird.I'm using Unity 2018.4.4f1, building for standalone (but have also tried with Android), using a Rift CV1. I have a Quest + Link attached to my PC as well, but it's not my active device (and is currently unplugged). Testing with the Assets/Oculus/Avatar/Samples/Controllers scene and the Assets/Oculus/Avatar/Samples/LocalAvatar scene.When I launch the Unity Editor directly, every frame takes about 3ms. When I launch my project via Unity Hub (v2.3.1), every frame takes about 9ms, with the extra time going to:XR.DeviceSDK (2.66ms)OVRP_1_16_0.ovrp_GetControllerState4() (2.63ms)OVRPlugin.UpdateNodePhysicsPoses() (1.18ms)When I'm getting the 9ms frame times, I also see these messages in the Unity Editor log (not the console, but the "
I'm trying to hide the controller when I grab an object, and show it when I release the object using OVRGrabber, ive edited the OVRGrabber script with the following:if (m_grabbedObj){ if (m_controller == OVRInput.Controller.LTouch) transform.parent.GetComponent<OvrAvatar>().ShowLeftController(false);}But I get The Type or namespace 'OvrAvatar' could not be found. I can see it's part of a dll, anybody got any ideas how to access it as a component or maybe a better way of hiding the controller when the object is grabbed?
Hey all,I've tried several times to enable the shader stripping option in the platform tool, as my build times are horrendous.It does perform shader stripping, but it seems to be too aggressive, as the build is entirely pink, missing shaders everywhere.Anything I can do to fix this?
EDIT: Realised this is in the general unity dev forum, reposting it in quest dev)Hi,I really like the white outline dark hands in the quest system UI. (shown at bottom of this page: developer.oculus.com/design/hands-design-ui/)I guess it's a shader that makes it possible? Is it available to use, and if not, how can I re-create something similar?Thanks for any help!
To my understanding, both GO and Quest publish settings are same in unity3d. Even the Oculus dashboard are also same. But when I try to send a invite to my Beta to a Quest user. Its not showing inside Quest. They get an email and they click accept and it takes them browser based congrats screen saying app is available in preview apps. But when they see in the Oculus App installed in phone or Inside Oculus Quest. Its all empty.Even in unity there is no option to select build for GO or Quest. There is common option Go/GearVR tats all.I could see lot of apps in the oculus store which is compatible for both GO and Quest.I tried customer support and this was the answer. am not sure its applicable for unity3D.I dont see any different oculus dashboard portal for Quest. Its all the same for GO and Quest. What am I missing ? Please help.Am using IMAC retina 5k,27 inch 2017Mac OS Catalina 10.15.4Unity3D 2019.2.6f1
Hi there guys,I have been looking into the documentation on how to track hands, but it's all listed from a code perspective whilst I was trying to do it from art asset/3d modelling perspective.I was taken to this page: developer-oculus-com/downloads/package/oculus-hand-modelsWhich has the hand models I believe, in which you can essentially reverse engineer the models and re-rig them. The problem I have here is, the files are specifically for Maya, but I instead am a 3dsmax user.Does anyone know of any way to rig a custom model on to the hand tracking rig, using a 3d modelling package? And where I might get access to the source files, e.g the skeletal mesh?I am pretty nifty with 3d, so if I had the skeletal mesh, I could try rigging it to my own custom model using the 3ds max rigging tools, but I am not sure if this is supported.Please let me know or point me to any resources if possible please :) Thanks!
Hi All, We are developing multiplayer VR application using oculus SDK in unity editor, But Non VR android also our target platform. When we build our application as Non VR(VR disabled),It is still opening in VR mode. I think Oculus SDK forces the application to render in VR mode only. We want to open in Non VR mode as well as. Please help us to achieve this Or let us know the feasibility of NonVR android Apk with Oculus SDK.Version Details:Unity Editor : 2019.3.3f1Oculus SDK : 1.28.0Thanks in advance.
Hi,I'm trying to upgrade from Unity 2017.4.27 and Oculus Integration 1.35 to Unity 2017.4.40 and Integration v17 (1.49) but have issues when deploying to the Quest.It seems the SDK won't initialize (SDK 0.0.0. is printed in the log). I've had this issue in the past on PC but never on Android.Anyone else still on 2017.4 that have experienced something similar?Cheers,Kristoffer06-08 16:53:12.960 20133 20158 I OVRPlugin: UnityPluginLoad called06-08 16:53:12.966 20133 20158 I Unity : Unity v2017.4.40f1, Oculus Utilities v1.49.0, OVRPlugin v1.49.0, SDK v0.0.0.06-08 16:53:12.966 20133 20158 I Unity : UnityEngine.DebugLogHandler:LogFormat(LogType, Object, String, Object[])06-08 16:53:12.966 20133 20158 I Unity : UnityEngine.Logger:Log(LogType, Object)06-08 16:53:12.966 20133 20158 I Unity : OVRManager:InitOVRManager()06-08 16:53:12.966 20133 20158 I Unity : 06-08 16:53:12.966 20133 20158 I Unity : (Filename: /U
Hi There!For the last couple of days I've been trying to figure out how to apply the Quest's hand tracking to a custom model. The OVR Custom Skeleton script seems to work great - but only for the right hand. The left hand bones are inverse resulting in the fingers move up when they should move down and left when they should be going right, which looks rather unpleasant. https://imgur.com/a/ZYV9iCbAs far as I understand the OVRCustomSkeleton.cs script is used to map the custom bones while OVRHand.cs is responsible for transforming the bones's rotation. I'm pretty sure line 164 - 177 is where I should be looking but this is where I get stuck, every attempt results in either nothing changing or everything breaking. OVRSkeleton.SkeletonPoseData OVRSkeleton.IOVRSkeletonDataProvider.GetSkeletonPoseData() var data = new OVRSkeleton.SkeletonPoseData(); data.IsDataValid = IsDataValid; if (IsDataValid) { data.RootPose = _handState.RootPose; data.RootScale = _handState.HandScale;
Hi,I'm not sure if this is an appropriate place to post feature requests? I just wanted to raise the idea that Oculus could modularise its Unity integration asset and distribute the integration as packages instead of via the Asset Store.I never really trust what will happen when importing an update to the oculus integration asset over the top of an older version and so I always first manually delete the old version to make sure I have a clean import of the new version instead of a mish-mash, pile of old and new files. This is one of the things that the package manager solves.There are a number of (large) orthogonal components within the integration asset that not everyone needs all the time. It seems like it could be well suited to being modularised, and integration with Unity's package manager would make it easier to only install the needed components and keep them up to date with clear versioning.In my situation I'm using a single Unity project to maintain a mobile application and a
So I am 3 weeks into my Unity journey and I feel like I am learning 2 systems at the same and pretty much everything I want to achieve is back and forth between those two systems and I have been left completely confused. So those two systems/options are:Oculus Integration or OVRXR Interaction ToolkitI have an Oculus quest and this is the platform I want to develop for. I started learning OVR and I found it easy to achieve good results. Within my first week I’d made my own bowling game, I had put a gun in my hand and got it shooting apples and all was good.Then I started wanting more and started following other videos. I found nothing was working! And then recently learnt there are these two separate routes above. So now I have a OVR project and an XR Interaction project.The OVR stuff is easy to set up but I’ve been told by more advanced developer that I shouldn’t be using it because it is limited and that the XR Interaction Toolkit is the future and allows for much mo
Hi!In my Oculus GO app I'm creating a menu that pops up whenever button.one is pressed. The primaryIndexTrigger triggers events when I push in-game objects with it. I am able to open the menu with button.one easy, but the problem is that both of the buttons trigger events of game objects when pressed while pointing towards them. I would like to disable this from the button.one. I've been trying to study the OVRInput script but found nothing (I'm pretty new to this).
I am working in a team of 5, we are using Unity 2019.2.17 for our game and using Perforce as source control. We implemented the custom hands into our project and it worked for a while but out of nowhere my hands started being offset from my original hand position. None of my teammates have this issue and I don't see this issue in other unity projects or applications either. I have tried reinstalling unity, deleted and got the revisions of the entire project, and also re imported the oculus integration. What should I do to fix this problem?
Hello,I use Unity 2019.2.0f1 and Oculus Integration V 17.0 for Oculus Quest.I wanted to know if it is possible to detect the movement of the helmet in play?I created a game and when the player makes a head movement, I would like to receive if he made a movement.Is possible?thank you,cordially
Hi! I'm using Unity 2018.4.19f1 and the latest available Oculus integration package v17.0 and Oculus Android SDK v1.38.6.I've been trying to access the guardian boundary on my Oculus Quest in order to mark the outline, but haven't gotten it to work so far. So I've tried to identify the problem using Debug and found that both OVRManager.boundary.GetConfigured() and OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary); returns "NullReferenceException: Object reference not set to an instance of an object".In the end I ran Debug.Log(OVRManager.boundary) which simply returns Null, which explains the above NullReferenceException. So the question is why does this return Null, when I most definetly have set the guardian boundaries on the Quest? Has anyone had any similar issues? I've run Debug.Log from both Start and Awake, but got the same result regardless.I run the script from an empty GameObject, should I maybe be running it from somewhere else? The projec
Do you know if it's possible to to assign the OVRPlayerController to Floor level, but override that and set a height for the OVRCameraRig? Using the XR Rig makes it easy since they include a Camera Y Offset. I'm trying to create a seated game in which the players eye level always starts at 1.75 on the Y axis.Thanks.
I've been hearing a lot lately about VRTK 4 being convoluted and difficult to use. Yet VRTK 3.3 seems to still get praise. Unity XR seems to be popular as well, but potentially without a lot of features VRTK provides. Should I go with some version of VRTK or Unity XR if I'm looking to hopefully easily port to Quest, Vive, Index, and PSVR?
Hi all,I really like the grabbing/object interaction in the Oculus home. I know both oculus and XR integrations make the distance grab feature essentially a prefab, but the other features, like adjusting distance, rotation and scale during distancegrab are really useful to me as well. Does anyone make these scripts easily available to save the time from coding them?thanks!
It works with Oculus Integration 15. I'm not sure if it's an issue specifically with Link, as I don't have a Rift on hand to test it out. Either way, with integration version 15 I can run VR directly from the Unity Editor to the Quest via Link, but with version 17 I can't. I've tried this with several Unity versions, both 2018 and 2019, same situation in all of them.Is there some step I'm missing, or is this a bug?
I managed to get my unity project to support Quest, Go and Gear VR (unity 2018.4.14f1LTS) (SDK v1.49.0)But somehow lost stereo rendering on Go and GearVR in the process.What might I check for? Any screenshots that would be useful for debugging?(ty for your time ^-^)
I need a decent Unity / Touch tutorial that involves FPS basics and enemy health bar. I can grab a weapon & fire it, but having issues.I have a beginners knowledge of C#. Can't find anything decent for free online. Will pay if needed. Lil' help?
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