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Hey, is there a proper way to deactivate any hand and activate it back later on?I tried deactivating the skinned mesh renderer of the hand prefab, but that seems to get enabled again and again automatically. Deactivating the whole gameobject works but when I activate it later, it doesn't appear anymore.
I'm not perfectly sure which version of the Oculus Integration we're currently using but it's either 14 or 15. Today, I tried updating to Oculus Integration 16.0 and after the update, I'm getting massive logspam, like this:Info: Allocation of 4682 bytes at 000002B7000E1770Error: TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 4682Warning: Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations, size 4682Warning: To Debug, enable the define: DEBUG_STACK_LEAK in StackAllocator.h. This will output the callstacks of the leaked allocationsDirectly after installation of Oculus Integration 16.0, before even updating OVRPlugin:Allocation of 4749 bytes at 000001FF81283240Allocation of 4750 bytes at 000001FF8127F3E0... 4757, 4755, 4744, 4748, 4740, 4739 (4x)TLS Allocator ALLOC_TEMP_THREAD, underlying allocator ALLOC_TEMP_THREAD has unfreed allocations, size 52199Internal: Stack allocator ALLOC_TEMP_THREAD has unfreed allocations,
Hi!Think I found a huge performance problem. The TouchController.cs seems to be subscribing to the OVRManagers actions on every frame. This causes HUGE GC and CPU spikes in the profiler. I am using the latest Unity Oculus Integration 1.35 from the Unity Asset Store.Basically it is calling the lines...OVRManager.InputFocusAcquired += OnInputFocusAcquired; OVRManager.InputFocusLost += OnInputFocusLost;...every frame in the Update() which really adds up after a while!I moved it to Start() and the problems were gone. Hope this is helpful ;)Cheers!Martin
I have tried to create a very simple project where I have a Oculus with a controller and a laser pointer to interacti with certain UI Elements. The project is setup as simple as possbile. I just imported the oculus integration, I added a OVRPlayerController Prefab and put a LocalAvatar Prefab inside of it. Then I put the UIHelper Prefab into the scene and configured it's event System with the rightHandAnchor. Lastly I added a Canvas in WorldSpace and put an EventTrigger Image on there. I have build it without the UI Helper class and it worked. But once I added the UI Helper class when I built my Project, my UI started flying upwards, aswell as my Raycast which sits on the RightHandAnchor of the OVRPlayerControler Prefab. When I press play in the editor, everything works perfectly fine...Anyone got any Ideas on why this might be happening ?
hello,i cant find it out but for some reason, i think since i imported the latest version of oculus integration (v16) in unity, my OVRAvatar prefab suddenly shows the controller mesh of the legacy Oculus Touch controllers, instead of the new ones which i want :(does anyone know where to change the controller mesh for the OVRAvatar prefab?thanks for help !
Hello,My simple setup is:- Canvas-- Panel (opaque dark grey)--- Button (unity default button with uisprite with transparent sides, I just darkened the color) The problem is that the transparent parts of the Button sprite also makes the panel transparent.This makes the panel look like it has a transparent border around the button.See image.See the light areas around the buttons, this is actually the background being visible through the panel.I have tried various image import settings.I have tried psd and png format with a square image and only defining transparency with the alpha channel.It still has the transparency issues with the panel.Has anyone any idea how to solve this?
unity 2019.2.3oculus integration 13 and 14I have a Mac and use the oculus questI can't even begin to guess whats wrong it worked one day and not the next.I was working with external scripts that accessed the grabble but it worked even then. distance grabbable and grabbable both aren't working. I can grab with each controller. Just can't off hand grab. which is how you grab object out of other hand thats holding the object right?I tested to see if the allow off hand grab bool changed to false when I grabbed an object and it doesn't. I reimported the grabber, grabbable and distance grabbable.*************************************************Heres the grabber script/************************************************************************************Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.Licensed under the Oculus Utilities SDK License&nbs
Is there some sort of bool variable that determines whether hands or controllers are being tracked currently? I want the user to be handed the controllers in my virtual environment, and for something to change when that happens. Any help would be greatly appreciated, I can't find anything about this at all in the documentation or in other forums.
I have some objects that follow the player's position. Problem occurs when the player goes outside of the play area and then upon reentry, the objects dissappear. What I would like to happen is to reset the position of said objects to their original position when the player moves outside of the play area/ tracking becomes lost.I've tried subscribing to the OVRManager.TrackingLost and OVRManager.TrackingAcquired events on each of the objects. These seem to work when I use the headset with Oculus link. However it doesn't work when I make a quest build as the objects disappear when moving outside of the guardian boundary. I'm unsure if they're being destroyed or moving to a position that's out of view, I don't have a console on the quest build.I've been reading the OVRBoundary page (sorry can't post links yet) which suggests that it should be possible to get what I need by using the OVRBoundary. However, there is no code examples on how this could be achieved and clicking on the Developer
Hi allIs it possible in unity to create an overlay app like the OVRMetric tool? I'm looking at VR accessibility - in particular simulating the different types of colour blindness for the apps we develop. Would be great to have one app to overlay/simulate the loss of some colours in the view to test our previous apps and to inform our UX choices moving forward. Can it be done with the current oculus SDK? Any tips on a starting direction appreciated!Thanks
Hi AllI am making Recovery treatments for Human health problems by VR games and I am interested in adding Asymmetrical VR features. It lets us to play 'crossplay' between VR and non-VR users by Asymmetric local co-op mode feature( for example in the Pizza Master VR game, The VR player works as the pizza chef, while someone connected on the same PC works as a waiter on the mouse and keyboard. Teamwork and communication is important, because only the waiter can see and serve orders, while only the chef can create them) For it, Could anybody advice me how to do it? or Where I could get any info for developing this one?Thanks for your helpAlejandro
I did not change anything that I am aware of and get now.Specified cast is not valid.UnityEngine.Debug:LogError(Object)OVRGradleGeneration:PatchAndroidManifest(String) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:348)OVRGradleGeneration:OnPostGenerateGradleAndroidProject(String) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:170)UnityEditor.EditorApplication:Internal_CallGlobalEventHandler() (at /Users/builduser/buildslave/unity/build/Editor/Mono/EditorApplication.cs:442)I found out that OVRGradleGeneration : 296 throws an error on the 3rd element when iterating foreach (XmlElement e in appNodeList)Unity 2019.3.0f5latest Oculus Android Package: 2.38.6NDK, Gradle, JDK from 2019.3.0f5 installation android sdk: level 25
I used the method introduced in this blog "Easy Controller Selection" (https://developer.oculus.com/blog/easy-controller-selection/).Basically I attached a line render to the controller model, and I am able to use it to select objects by pressing buttons.I wonder if I am able to grab game objects in the same way. I used to use Windows Mixed Reality to develop games, and they have native support of laser pointer. So I am able to use the laser pointer to select and grab gameobjects simply by attaching grabbable scripts.I know how to grab objects with OVR Avatar by attaching OVR Grabbable script, but I want to know if I can do the same thing without actually grab it with my hands.TL;DRI want to use the laser pointer to grab object as dragging it towards or away from me.
Oculus SDK 15Unity 2018.4.21fI checked sample scenes from Oculus Intergration, seems like none of them have demonstrations on UI interaction with hand-free feature. I know it is still an experimental feature, but is there a way to interact with UI yet?
Hello, I'm following along in the Unity and Oculus VR development series. I got to Chapter 3 step 4 and noticed I'm missing the VRTK folder in my assets folder. I went back and rewatched all of the prior steps and don't see any instructions on how to obtain that folder. Can someone help me? I can't move on until I figure out why I'm missing that folder. This folder has prefabs that are vital to getting Oculus integration and VRTK to work together. Thanks in advance!
Hello everyone,I'm making my first experiences with the Oculus Rift S and Unity. At the moment I'm working on a little sandbox for myself to get familiar how everything works. I'm using the Unity XR Managment und XR Interaction Toolkit.I would like to trigger some methods when a player has grabbed an object. I tried using OnSelectEnter Event of the XR Grab Interactible... but this event is triggered too soon. I need to know when the object is actually in the players hand. Has anyone a hint for me, what's the best way to do this?Best,Verdemis
Hi, is it possible to access the 5 Rift S camera's through unity?
Hi all,Developed a meditation app for the Quest. It was building and running on the Quest great for the past three months. I came back to make a few edits on the position of game objects, nothing major, and it no longer runs on the Quest, the older version still does. It builds to the quest successfully, but when I launch the apk from the unknown sources folder it says "Refuge1" keeps stopping.Worryingly, while the project use to be called simply Refuge1 in the unkown sources folder, its now called "com.meditation.refuge1". This seems to indicate it doesn't have the right folder to start.So I ran logcat, and a couple of things standout:First, it can't seem to find the entitlement for the apk: LibraryProvider: Cannot find entitlement for com.Meditation.Refuge1Second, OVRLibrary: null cursor received for query content://com.oculus.ocms.library/apps/com.Meditation.Refuge1Third, Error opening archive /data/app/com.Meditation.Refuge1-2/base.apk: File mapping failedThis seems to
Hi,I've developed a game with Unity3D that uses oculus sdk to perform entitlement check. My game also uses oculus sdk's social and matchmaking api.I've successfuly published my game on oculus store and now I would like to publish it on steam, so i've send the build that passed on oculus store to the steam team so they can review it. The review result says they can't test it any further because the entitlement check fails. So is it possible to use Oculus SDK with a game published on steam?
Hello everyone,I just imported the new Oculus Integration (v15.0), which was released on April 6th. But in the new integration, I'm not seeing any of the prefabs related to Hand Tracking - OVRHandPrefab doesn't seem to exist, and OVRCameraRig doesn't have any "Input" settings under the OVR Manager section (even after switching build device to Android). Has anyone noticed the same with v15.0? I'm running both Unity version 2019.2.3f1 as well as 2019.3.10f1 and both have the issue.
Not sure how much detail to include, please see video for the problem and whether someone might have general pointers that could prevent something like this from happening. It's very difficult to troubleshoot as there's no console for the build, and there are no errors or issues within the Unity version. video link here (sorry about the broken link as this forum does not let me post it full until I've "been around for longer": youtu.be + 0NmS5tENwQofwiw: PersistentObject spawns in scene, a "menu" object is child'ed to the spawned object, PauseManager finds it and makes sure it's deactivated from the start. It gets SetActive(true) upon holding down Button.Start for 1 second, a canvas / black alpha image with Screen Space - Canvas creates the fade, all buttons have shaders to allow them to be "always on top", Time.timeScale is 0 during pause, and hitting RESUME resets the time, replaces the hands, and SetActive(false) the menu object. To eliminate any issue I've removed all other sc
Hi, I am experimenting with hand tracking, and I would like the hand prefabs to not pass through objects in world space. For example, If I have a Canvas in world space with UI elements, I would like to press a button with a finger, without the finger passing through the plane - is this possible? The train scene has buttons, but the fingers pass through in that example as well.I am a beginner with Unity.Thanks in advance for your insights!
Is there a solution available for rotating a Scene when using the Local Avatar Prefab in first person view? I want to rotate around the playfield when using both Grip Buttons and the "gesture" known from so many other games.Danny
Hi All,My interest right now is in using Unity 2019.3.9 in VP (virtual production). I'm doing my best not to go over to UnrealEngine which is an undisputed leader right now in VP for Filmmaking. TL;DR: I'd like help: Would anyone be kind enough to write a script that will allow me to map the oculus Quest touch controllers Joystick left right movement to "rack focus" of the Camera component?My idea is to use Unity for Virtual Production as an artist would (no coding knowledge) Unity is way more intuitive in a sense, compared to UE4s overwhelming at first glance - blueprints that's needed for even the most mundane tasks.Currently, I've setup an Oculus Quest touch controller with a "Viewfinder" (a quad with a rendertexture on it, and a camera parented to the quad that renders to the rendertex) attached.I can thus "record" like a camera man would - a nicely animated track using Unity Recorder package.Both, the camera path that is my hand and body (walking and tracked by the Ques
will there soon be a qr/barcode reader integration for quest/rifts s?desperately needed.
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