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I'm using the SampleFramework asset pack from oculus off of the unity asset store, and after setting up my OVR Player Controller with the camera rig and localavatar, I've got my hands in my game and tracking properly, but I see two sets of hands, which is very annoying. I have a white set of hands with no controller in them, then I have a gray set directly beneath the white set and the gray set is holding a pair of oculus controllers. I know this is likely a very simple fix, but I can't seem to find a solution on Google. Any thoughts?
I am sure that this is a simple config I have missed.If I tick Use Per Eye Camera@ on the XR camera Rig - everything on Unity Editor looks as it should and the correct cameras are enable but I cannot see anything on the Quest in Rift Link mode?Any ideas?Thanks in advance
Hey! I'm very new to VR dev and am working on creating a game for my Oculus Go using Unity. I have one problem, I cannot for the life of me figure out how to grab an object. I've managed to create a pointer (laser) from my control which works just fine. But to be able to physically grab objects (whether it be with the remote, distance grab, or using the pointer) has had no results. Please if anyone could recommend me a sample scene or a tutorial which pertains to the Oculus Go (which doesn't support Steam VR and had a 3dof controller) I would be more than thankful.
I am trying to make a game with Unity. And I have imported "Oculus Integration" from "Unity Asset Store" to my project.Are these source codes of this asset provided by Oculus available for commercial use? Is it partially allowed ?I feel that the Sample framework is written so that it cannot be used for commercial purposes.Does commercial companie not use Oculus ?
Hi, so I created a new HDRP project, installed the Oculus Integration package, added the OVRCameraRig to my scene and hit Play. When I move my head the scene gets blurry until I stop moving, then it sharpens up. It gets worse the faster I move my head around. VR works fine in 3D and URP.I also tried it with Unity XR Plug-in Manager > Oculus. Same problem. Tried both Multi Pass and Single Pass too with little avail.Anyone have any luck? Im running Unity 2019.3.14f1. Thanks.
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. 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.
I have a quest headset where I;m developing an application that needs to use MySQL (I know this isn't the preferred SQL database for many reasons, but it is my only option). In unity I have the connection properly working and am able to post and receive information from the database, but I am unable to do so from the headset. I have Internet permissions required, but can't for the life of me figure out why the application is not connecting with the database when run stand alone. The database is not local so Its not one of the obvious localhost problems.Any help is appreciated!
Hello,I want to ask about UI Flickering in Oculus Quest developing using Unity 2019.1.7f1.I already increase the Dynamic Pixels per Units in Canvas, but it doesn't fix the issueAnyone faced this before and have solution for this?I attached the image here:Thanks in advance,Arutala
I'm trying to make sure our app is ready to go, but I'm not certain on what exactly I can/should do to ensure we pass this VRC:Currently we drop into our pause menu when the app loses focus, but it seems like there's a bit more to be done:VRC.PC.Input.1The app must not submit frames or accept input when the user removes the HMD or opens the Universal Menu.And from Unity LifecycleVR Focus[...]When you lose VR focus the user can no longer see your app. You should stop submitting frames, drop audio, and stop tracking input. You may also wish to save the game state so you can return the user to where they left off in your app.Is there anything that we should be doing application side to handle this (beyond pausing gameplay elements), specifically, how can I tell Unity to stop submitting frames and tracking input?Alternatively, is there some sort of global Unity state(?) that can be set to handle this (like UnityPlayer.pause/resume) (I'm guessing no : ) ).Thanks,
Hi! I'm currently looking to update my project from using the Unity built-in XR system, moving over to the new XR plugin system. I'm using Unity 2019.3.13f1 with all the latest respective packages (as of this week).With the current Unity built-in XR system, I can use the UnityEngine.XR.InputDevices.deviceConnected / deviceDisconnected callbacks, which will successfully indicate when a Touch device connects or disconnects. They also successfully respond with a device when a user's hand is detected - the device is still named "Oculus Quest Controller - (left/right)" but I can then query via the OVRPlugin to see whether the device is a Touch controller or a Hand using OVRPlugin.GetControllers().After switching to the XR plugin system, I've found that I get callbacks for the Quest Touch controllers, but the callbacks don't fire for Hands - in fact, there's no XRDevice for the hands as far as Unity is concerned; UnityEngine.XR.InputDevices.GetDevices(...) only shows "Oculus Quest" (the HMD)
Hey all,I am experiencing a weird bug that I cannot seem to find the solution to. In my Unity project, when I click an input field with the Oculus Go controller, a rectangular green textbox shows up at the very bottom of the screen for around one second, and it's headlocked. This seems to be an Android input field because when I fill up the input field, its fills up with the same characters. Also, this does not happen in the Unity editor.I wish I could show you all a screenshot or video, but they did not show up at my attempts to create one. However, I created an Android build that you may all test.https://drive.google.com/file/d/1PnbiD7p8NH5JpoKC-hNH2J9Egg2gn9kN/view?usp=sharing Game Engine: Unity 2018.2.13f1Oculus Integration: 1.32.0Please advise. Thanks!
The OVRGazepointer does not work well when the position tracking is disabled in the camera rig. The cursor is no longer centered, sometimes don't even follow the camera and the UI click areas have some form of offset. I have to move further downwards to click on a button. I'm using rift for my testing and need to disable head tracking and select with the pointer.
hi!I'm trying to code a locomotion system similar to Lone Echo/Sprint Vector, but it's my first time using Unity's XR Toolkit on the Rift S (also I'm still learning to code).The mechanic: user keeps a button down and then drags the world to move.My code works to bind the controller position to the world but the player sort of blinks to a spot right after pressing the button and before you've dragged.Two days and I honestly have no idea. Idk if it's an XR Toolkit/ OVR type of conflict (i tried using the OVRPlayer Controller instead of XRRig, but same thing happens. I've also wondered if it's something about rigidbodies but i tried adding and moving a rb and same thing.Player XRRig gameobject hierarchy is the same as default.Code is here>pastebin com / XaC9L5y5Any help will lead you closer to nirvana or heaven or whatever.also, if u know how to do this with OVR i can use any.ty
I'm getting `ovr_GetHandPose failed: ovr_GetHandPose: Only Oculus Link is supported.` Spammed in my editor log.I am not using Oculus Link. I am developing for PCVR using a CV1.I noticed a similar post was made for UE4's plugin and was left unanswered.I would appreciate any help.
I can get controller Position by using the following code: Vector3 handLeftPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch); Vector3 handRightPosition = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch);And how can I get position vector3 variable of quest headset through method of OVR lib?
Requirement VRC.Mobile.Input.3When the user presses the back button, the app must either go back one level in your UI or display a menu with an option to quit the app.(https://developer.oculus.com/distribute/vrc-mobile-input-3/)This is the last requirement I need to solve to get my app accepted. the only forum search result is here:https://forums.oculusvr.com/developer/discussion/comment/613684#Comment_613684which is from 2 years ago and I don't think it is relevant any longer with the latest oculus integration using unity 2019.3+ and the target is Oculus Go.Can I just see a working example of how this is accomplished in 2020? I would prefer to not make a custom exit prompt menu myself. isn't there a premade one I can drop in?thanks
Hi, I'm trying to upload a VR game than I did with Unity, but when I uploaded didn't let me pass from the step 2 with the Dashboard, so I try with the commands but showed me this error.Translation:"ERROR: The apk was signed with signature Schema V1; however, it had previously been signed with V2 and re-signed with V1. This type of APK is considered damaged, so it cannot be installed."So I don't know if I have to move my project to a new (In Unity) or there is a way to fix this mess with the keystore.
Is it possible in Unity to get the ovr controller to have zero g movement? If so how?
OVR crashes the Unity Editor when saving a script while in play mode. I'm not sure if the crash occurs exactly before or after reloading.Here's a script that detects when Unity will reload, removes OVR, and stops play mode. I haven't successfully restarted the play mode, but I'm happy to have it not crash anymore. Using Oculus Integrations 1.41 on Unity 2019.1.2f1, targeting Quest headsets.#if UNITY_EDITORusing UnityEngine;using UnityEditor;[InitializeOnLoad]public static class EditorOVRCrashCatcher{ private const bool DestroyRig = true; private const bool DestroyAvatar = true; // register an event handler when the class is initialized static EditorOVRCrashCatcher() { AssemblyReloadEvents.beforeAssemblyReload += DestroyOVR; } private static void DestroyOVR() { if (!EditorApplication.isPlaying) return; //Debug.Log("Before Assembly Reload"); GameObject rig = Object.FindObjectOfType<OVRCameraRig>()?.transform.root.gameObject; GameObject avatar = Object.FindObjectOfType<Ovr
As the title says, I would like to set it up so I can execute code when an object is grabbed or released. How would I go about doing that?
I am implementing a dynamic loading screen in Unity using OVRLayers. I started with the OVRLayer and OVRLayerCanvas samples in the Oculus Integration SDK and have everything almost working except for one issue.My loading screen has 3 OVRLayers in this order: 1) A background Cubemap -- Composition Depth 0 2) A static Quad -- Composition Depth 1 3) A dynamic OVRCanvas-based OVRLayer to display status text and a loading animation -- Composition Depth 2I am able to smoothly fade in/out from/to my scene and the OVRLayer-based loading screen except for layer #3. For some reason, not matter what I try, the OVRCanvas-based layer fades out as the other two layers fade in and visa-versa. I simply cannot get it to remain visible in front of layer #1 and layer #2 nor can I prevent it from fading in/out. I've tried everything from reordering composition depths, to using opaque shaders. Oddly, layer #2 is essentially the same as layer #3, it's just not being
I used Unity to build and sign the APK.. When I try to upload the APK to the Build Dashboard Alpha Channel for testing I get this error:I followed the link but was unable to get any of the solutions to work.I did a bit of surfing on the Developer Docs and found that for the Native version the signature has to be a V2 Signature."Oculus Quest native APKs must be signed using the v2 signing scheme. " https://developer.oculus.com/documentation/quest/latest/concepts/mobile-application-signing/I've tried a number of the solutions online trying to switch the signature to a V1, but I have had no luck with this.I'm new to the Quest Development world (this is my first test Quest build), am I missing something? Any assistance would be welcome. :)
Hi,I'm a college student working on their final project and would really appreciate some help! I'm trying to use the FadeOut() function in OVRScreenFade.cs, so I have a script that includes the following code: public GameObject centerEyeAnchor; public void OnEnable() { // Fades out of the current scene centerEyeAnchor.GetComponent<OVRScreenFade>().FadeOut(); // Loads the next scene according to build index UnityEngine.SceneManagement.SceneManager.LoadScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().buildIndex + 1); }My OVRCameraRig's CenterEyeAnchor has the "OVRScreenFade.cs" script attached to it, and I made sure that the CenterEyeAnchor is correctly assigned in the Inspector. However, when I activate the script, the scene doesn't fade out, but it basically just looks like the black UI pops up and only partially covers the view. It doesn't fade out and is evidently not functioning properly.Is my script incorrect? I wou
I have an app ready for upload to the oculus store for Oculus Go. development version builds and runs great on device. My app is not accepted when uploading to the store beta channel with some basic errors which should be easy to resolve.the official oculus documentation says:"To generate the Oculus store-compatible Android manifest file, in the menu, go to Oculus > Tools > Create store-compatible AndroidManifest.xml." ( developer dot oculus dot com / documentation/unity/unity-conf-settings/)However I do not have this menu option:using Unity 2019.3.10f1 with the following oculus integration:The values in the android manifest i need to change are simple, as shown in the oculus store when I attempt to upload the APK:HOW CAN I EDIT THE MANIFEST APPROPRIATELY????
Working on getting one of my apps to work with MRC on quest - aside from camera calibration and enabling it on the OVRManager is there anything else I am missing? When I open my app and connect to the quest in OSB the background camera is very high and doesn't see my controllers (Almost as though they're stuck in the ground). If I run the app in the editor I can see it generates 2 cameras at about 2 meters high. I think what I'm asking is how to I get the OVR manager to pick up my mrc.xml file when i launch the app on my quest?
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