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OK, can't believe i can't find this online - i'm using 2018.3. What script to i have to add to OVRPlayerController.cs to enable jumping with the A button, which i think has the ID 0? Unfortunately i just don't know how to program/script./// <summary> /// Jump! Must be enabled manually. /// </summary> public bool Jump() { if (!Controller.isGrounded) return false; MoveThrottle += new Vector3(0, transform.lossyScale.y * JumpForce, 0); return true;Many thanks.
As stated in the unity 2019.3 release notes and promo website, Unity now supports Vulkan on Quest using Multiview and FFR (Fixed Foveated Rendering)"Vulkan is now enabled on Oculus Quest, using multiview Fixed Foveated Rendering (FFR). This enables developers to deliver higher quality experiences with more control over the GPU and lower CPU usage."However there is no explanation of how to enable FFR on Quest using Vulkan Multiview AND Unity XR Management with the Oculus Loader Plugin Package. Does anyone have a link to any documentation on it?
I've started reworking my VR interaction system to use Unity's new XR plugins and I'm having some issues with the Oculus one. I'm trying to poll Unity.XR.Oculus.OculusUsages.IndexTouch via Input Device.TryGetFeatureValue() to no avail. I'm able to successfully get proper values for ThumbTouch. Is anyone else having issues with this?
Hi Everyone,I posted this to the Unity Forums but didn't get any advice.I've been doing Unity development with my Rift. One day, I had the idea of seeing what would happen if I ran a Unity scene using my Quest via Link. After doing so, my player controller has been consistently off whenever I use the Rift in Unity or in builds created by Unity. I'm apparently too new to post links so I'm going to lay this out using multiple comments so I can post video of the issue.
Hi,When I load in the Oculus Utilities for Unity, I immediately have an error in one of the scripts which reads "Assets/Oculus/VR/Scripts/OVRPlugin.cs(2876,18): error CS0103: The name `OVRP_1_15_0' does not exist in the current context"How can I deal with this error? Is there a way to locate OVRP or is that no longer a part of the oculus utilities?Thank You!
HiHow do i change the hand textures. At the moment they are bright white. This is blinding in a dark scene.I have attached an image of my ovrPlayerController object hierarchy Can someone point me in the right direction to do this. Thanks
Missing Assembly Reference ErrorCan comment out as a workaround.Any other way to fix this?Thanks in advance
I just updated Oculus Integration to v13 and found Unity editor crashes with hand tracking.What I did is make a new project and a new scene, add setup some necessary stuff such as importing Oculus Integration, and add OVRCameraRig to the scene as well as OVRHandPrefab and OVRControllerPrefab as children of the hand anchors. Finally, change the platform to Android and set OVRManager's Hand Tracking Support to "Controller And Hands". Then I hit play and it crashed. I tried Unity 2019.2.9f1 and 2019.3.0f6 but both didn't work.The HandTest scene worked successfully just once, and at that time my scene worked too. But after rebooting It didn't work again. I don't know why. Anyone knows the solution?By the way I am using Oculus Quest and Oculus Link.
i am trying to track the rotation/tilt of the vr headset, and preform an action depending on the distance of the tilt after pushing in a button on the controller.lets say you press in a button on the controller and then tilt your head forward. i need to track the difference of the head tilt along the x axis from 0 to however far they tilt from the time they press in the button to when they release.so i am thinking something like this:get default/even/non-tilted rotation and set a value of 0bool triggerPressed = OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger);if (triggerPressed){ then track the tilt/rotation difference on x axis and the same for y axis if (the x > 0){ do something } if (the x < 0){ do something else }}i probably messed up the syntax there but you get what i mean. anyone have any idea how to track that tilt?
Hi. Im trying to figure out how Oculus Avatar SDK works. For testing im using Oculus Quest.The problem is - I cant get user ID, which i need to load his/her own avatar of Oculus account.Here is part of code:Oculus.Platform.Users.GetLoggedInUser().OnComplete(OnGetLoggedIdUser);private void OnGetLoggedIdUser(Message<User> message) { if (!message.IsError) { Debug.Log("========ID of User========"+message.Data.ID.ToString()); } }But message has error, which says "The user isn't signed in or their account state wasn't in a recoverable state."What i should do to fix this?
Hi All,I am getting this build error when i build the solution in visual studio(2017), but not throwing any error in unity(2019.2.1) its because of the oculus VR package, in script also there are error lines but that is not affecting or showing error code in unity. But while building its showing more than 200 errors in Visual studio console, any idea how to fix this?Attached the reference image below:Thanks
Bug in OVRPlatformToolEver since Oculus V13, the integration made a change to OVRPlatformToolSettings.cs to move a lot of the data objects that previous were stored in a scriptable object resource to EditorPrefs. I welcome this - I don't like the idea of committing App IDs and app secrets into my projects, so everyone on our team has that file in their gitignore so we don't actually push up app specific information into our repo. So when I actually went to try it out, I noticed that it just flat out doesn't work for deployment. Why's it broken?The OVRPlatformTool kicks off a few extra threads, which each pass through from one thread to the other. See `ExecuteCommand` in OVRPlatformTool.cs, for example:var thread = new Thread(delegate () { // Wait for update process to finish before starting upload process while (activeProcess) { Thread.Sleep(100); } retryCount = 0; Command(targetPlatform, dataPath);});thread.Start();Cool! I'm glad y'all found a really great solution for making things
I think I'm using the standard Oculus setup from the SDK using the OVRCameraRig. I've also got a LaserPointer.But inside VR on my Rift the line looks like this. Any idea what I'm doing wrong?
2019.2.21f1 Oculus Integration 14.0Using the ovrPlayerController and adding CustomHandLeft and Right, they aren't showing in Game mode. I'm sure this is what should be done - haven't played around for a while though. Can't find the answer online. I've added them outside of the ovrPlayerController hierarchy and underneath the HandAnchors - neither works. I can see their transform changing though, so they are being tracked, it's just the visual.Any ideas are welcome!
Hi2,I have a problem to get the OVR Player Controller and Character Controller to work with the Locomotion Controller.These are my setup. A normal setup where i follow the exampleI am able to get the player to move forward (with left Joystick). But I cannot teleport.But, I would like that the Player able to move forward as well as using the teleport function.Therefore, I added the Locomotion Controller script; which I realize it requires a Capsule collider and as well as Simple Capsule with stick movement.and connected both the LocomotionController script.However, comes a new problem. Whenever I teleport around, I always "fall off the ground".If I disable the "Capsule collider" component, I can move around without "fall off the ground" but cannot teleport.But, if i disable the "CharacterController" and "OVR Player Controller" scripts; i cannot move, but able to teleport without "falling off the ground".Can anyone be so kind to point me how to get the Pla
Hi All,I'm working on a project involving stereo rendering and I'm trying to make certain objects visible to left eye and right eye separately. Using Oculus OVR utilities 1.27 with the OVRCameraRig, the Center Eye Anchor camera is enabled and I cannot enable the left and right eye anchor cameras. Currently I've resorted to not using the camera rig and just using two separate cameras, but I feel like I'm missing out on some of the great oculus functionality that way. Does anybody know how I can render to left and right eye separately? I would appreciate any help. Thank You!
I have setup an OVRPlayerController and a simple plane, and I keep getting a NullReferenceError in the CharacterCameraConstraint.cs when trying to fetch `SimpleCapsuleWithStickMovement` in that file? Have no clue why it cannot find it. Any clues?
After importing the Oculus Unity Integration into any project, even an empty one, I can no longer remove the Oculus plugins. A Unity error prevents it.It should be easy to remove Oculus support from an App, it's an option in the menu: "Oculus -> Tools -> Disable OVR Utilities Plugin". This does not work, it restarts Unity and the Oculus plugins are still enabled. There is a popup that warns that the plugins installed through the Package Manager will remain enabled, but pulling up the Package Manager shows no Oculus plugins at all.Simply deleting the Oculus folder is impossible, it prompts an error message which says that "Some assets could not be deleted. Make sure nothing is keeping a hook on them, like a loaded DLL for example."Deleting files one by one reveals that the DLL that cannot be deleted is AudioPluginOculusSpatializer.dll. It is impossible to delete as long as Unity is open, the only option I have found is to delete the file while Unity is clos
I am trying to set the Oculus Go's and Oculus Quest's height manually (Quest in tracking disabled state). Since those are then 3-DOF headsets, this should be easy. Unfortunately, using Oculus Integrations' OVRPlugin, depending on whether I set Unity's InputTracking.disablePositionalTracking to true or false, this is possible or not. This means even though the two headsets do not support positional tracking (hardware or setting), they fix the camera to about (0f, 1,7f, 0f).I then tried to read OVRPlugin.positionSupported, but that reads true. Why is that? hardware does not even support it, or tracking support was disabled.What I want is:- If the HMD is capable and configured to support positional tracking (Quest, Rift...), I want to use it- If it's not capable or tracking is disabled (Oculus Go, disabled tracking on Quest), I don't want anything to override the camera positionWhat do I have to do, or, why does this not work out of the box as expected?I'm using:Unity 2018.4.15f1Ocul
I have a project with 8 scenes in it. When I build the each scene individually, it works fine. But, when I connect the scenes and build, the first 3 work fine. When I get to the fourth scene, it loads but freezes on the frame it's on. Then I eventually get kicked back to the menu.The scenes with less things in it load without any problem but when it gets to the bigger scenes, it crashes. The FPS drops quite low on the heavier scenes, could that be the problem?Or is it possible the memory isn't being cleared when transitioning between scenes?Does anyone know what the problem might be?
Not sure why this is happening, but as the title states, after dropping *some* of my OVRGrabbable objects, they *sometimes* return to my hand (using the Custom Hands prefabs) as soon as I close it again. I've disabled offhand grab, distance grab, and I've made sure this isn't a collider issue either. It seems not to happen when I have Snap Position and Snap Orientation off, but I need to snap my objects to the proper spot in the hand. I'm not sure why these bools would cause the object to appear in the hand again anyways. Any thoughts?I'm using Unity 2019.2.0b6 and Oculus version 1.42, building on an Oculus Quest. I've replicated this problem in older versions of Unity and Oculus.
Hey, I'm getting the error named in the title. There are no more infos available in the console. After it fails to initialize die Oculus VR, it tries to enable OpenVR, but fails because of "XR: OpenVR Error! ... error code VRInitError_Init_HmdNotFound". I've already tried to:Reinstall the Oculus PluginCreate a new project (it doesn't even run with an empty world, only with a light source)Update Unity (didn't work with versions 2019.2.17f1 AND 2019.3.3f1)Reinstall SteamVR (for whatever reasons it always start SteamVR when pressing "Play" in Unity)Thanks for any help, I'm running out of ideas...
Good news... with Link you're now able to Play your scene WITHOUT building the apk!All I did was download the latest Oculus package from the Asset Store and install it.Download and install the Oculus desktop software.Reboot.Connect the PC to Quest via approved USB cable.Open the Oculus desktop (make sure the Oculus desktop software finds the Quest) and keep it open or minimized.Check to see if the Rift style home area loads. If so you're good.Then open your project/scene that's setup for Quest and hit the Play button.That's it!I also tested an HDRP Rift project and that works too.Happy Questing!
I am using both hands with the hand tracking and controllers(but not at the same time) in my app by setting OVRCamera's Hand Tracking Support to "Controllers and Hands."What I want is to detect switch between the hand tracking and controllers, but when I change from hands to controllers at runtime, it seems that OVRHand's IsTracked and HandConfidence holds last value and never update it, so often either of them or both still holds the value of active hands(IsTracked = true, and HandConfidence = TrackingConfidence.High) and they can not be used to detect the change. You can check that by going back from your app to Oculus Home with the hand gesture and then making controllers on in Home, and going back to the app. (But this problem also happens when enabling controllers in your app by touching controllers, though sometimes you can see IsTracked = false and HandConfidence is Low because when you touch your controllers, their value may change.)By checking the value of OVRHand's SkinnedMes
Sorry for that stupid newb question, but should I turn VSync off, on, doesn't matter or depends on?I want to work on sickness and know if it's the right direction.
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