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I've linked my Quest to my PC with a link cable and when I run OVRManager.boundary.GetConfigured() it always returns false in play mode in the Unity editor. My guardian system is set up properly, so I'm not sure if this is because of the conversion to the Rift is throwing it off or what.
I've been trying to make my jump feel less instant and more smooth feeling, I need some help figuring out how to do this.Also side note would anyone help me figure out why when I grab one object in one hand and I go to grab that same object in the other hand it won't swap to that hand?
Hi All,We are implementing throwing in our game and I was wondering if anyone at Oculus could tell me where the center of mass of each controller is (in Unity space with batteries in). I have approximated it using volumes etc. but it would be nice to get an exact number if possible.Thanks,Colton
Hi everyone,I'm beginner on Unity development and oculus quest development.I would like to try to display different perimeters. Each perimeter is the same that the outer boundary and i apply it rotations.So, i reuse an oculus script I have modified. And, to display perirmeter, i reuse lineRenderer.Problem: with more than one lineRenderer, on the oculus Quest, the application freezes!Do you know why? Is LineRendrer so resource intensive?Thanks so much for help Here the code:public class GuardianBoundaryDisplayCustom : MonoBehaviour{ // Depending on the demo manager only for reorient notifications. public GuardianBoundaryEnforcer m_enforcer; // So that we can easily render the rectangular play area and // the more exact outer bounds. public OVRBoundary.BoundaryType m_boundaryType; // Somethi
Hey,for faster compilation time and for console output i would really like to use my Oculus Quest as Oculus Rift over the USB 3.0 Cable connected to my computer in unity. I know that I can run virtual reality games on my computer and stream them to my Oculus Quest via Oculus Link.How can I enable the feature to stream to my Quest in the Unity Editor when I hit the play button.I found a discussion from 2019 that is maybee outdated: The official Site does not mention a possibility to use the quest inside unitys editor:I currently can not paste the links because this is my first post here.
Hello,I have been trying to implement everything from the character controller and grabbing objects using touch controllers from scratch.I have set up my player object such that when I want to rotate I rotate a parent object and not the camera itself since I have no access to it thanks to the way VR is implemented in Unity.Now I am getting my Velocity for my Controller like this OVRInput.GetLocalControllerVelocity(RightOrLeftController) and this works fine.But when I rotate camera and toss an object the physics works the opposite direction because I am guessing the controller velocity is relative (local) to parent object.How do I get Controller Velocity with respect to the world and not local to an object?
Hey All, I've been playing around with hand tracking, along with arm and body presence using IK. I'm hoping there's someone out there who has some seen some information or documentation on how to go about swapping out the Oculus provided Hands used in hand tracking with your own model.So far I've got the following https://www.youtube.com/watch?v=__bBJpAmNfY ;which, in terms of the arms and body are "OK" but the next step there is to get each of the underlying model's fingers to move and animate with the OVRHandPrefab Anyone have some idea on where to start there?
Hi all,I have just tried integrating the new Rift S headset into my project and it all works except for Input. I can see my scene, and I can see my controllers, but Input can not be found. I tried finding any input using:if (OVRInput.Get(OVRInput.Button.Any, OVRInput.Controller.Active)) { Debug.Log("input...");}and I got no read out to the console on any button press. Then I tried adding:OVRInput.GetConnectedControllers()to the Start() function, and it returns 'None'. I am however getting this readout in the console when I hit play:OVRControllerHelp: Active controller type: QuestAndRiftS for product Oculus Rift SThese are the version details of my application (I just updated to ensure that was not the issue):Unity v2019.1.12f1, Oculus Utilities v1.46.0, OVRPlugin v1.46.0, SDK v1.46.0.Thanks.
Is any one else experiencing this? My buttons do not work the first time you click them but once past the first click they work 100%.I'm building using the new updates for both Unity 2019.3.5f1 and Oculus 14.0Any ideas as to what is causing this are welcome.Thanks
Hello ! I have a Player with Locomotion Teleport enabled and I would like to set it up to use either one of the Index Trigger Buttons to Aim and Teleport. With the options in the Inspector from "TeleportInputHandlerTouch.cs" I have tried multiple combinations and I can only get it to work with one Touch Controller. Is this at all possible without a custom script ?I am using Unity 2018.4.16f1 with Oculus Utilities for Unity 1.45
Hello!With the new V14 Oculus Integration, with a clean project and only import the Oculus Integration, I have added the OVRPlayerController and the LocalAvatar as a child to the TrackingSpace.I get the error when I playDllNotFoundException: libovravatarOvrAvatarSDKManager.Initialize () (at Assets/Oculus/Avatar/Scripts/OvrAvatarSDKManager.cs:99)OvrAvatarSDKManager.get_Instance () (at Assets/Oculus/Avatar/Scripts/OvrAvatarSDKManager.cs:72)OvrAvatar.Start () (at Assets/Oculus/Avatar/Scripts/OvrAvatar.cs:551)And I get the error when I stopDllNotFoundException: libovravatarOvrAvatarSDKManager.OnDestroy () (at Assets/Oculus/Avatar/Scripts/OvrAvatarSDKManager.cs:121)I have confirmed that the "libovravatar" is in the project and it builds and runs just fine, but I'm wondering why I'm getting the error.The error goes away if I remove the "LocalAvatar"Using Unity 2018.4.16f1 on Windows 10, testing on Oculus QuestThanks!
First I find it is weird that there is a Hand_Pinky0 value in OVRPlugin.BoneId for the metacarpal bone where the index, middle, and ring fingers do not have a value at all for metacarpal bones. Why is that? What is the value of having Hand_Pinky0 at all really?I also noticed that the bone positions for the pinky are way too close to the ring finger and do not align at all with the OVRHand mesh. The same goes for the thumb. The index, middle, and ring fingers used to align perfectly in the Oculus Integration v13, but now are slightly too long. The tips are about a centimeter beyond the actual tip of the hand! Is this a known issue? When I was using the Nimble SDK (early hand tracking API) the hand positions were perfect. Now I have moved over to the OVRPlugin it seems all wrong.
I'm working on a potential Quest title but I don't have a Quest developer kit. I was wondering if anyone knows which Unity post processing effects are supported on Quest?
Hi, i'm working an Android App using Unity 2019.2.8f1 and intest version of oculus SDK, i have an one LipSyncInterface prefab and 2 objeckt that use LipSyncContext but in the script when i call Play method on LipSync they move the lip but the audio don't start
Hi, I'm working on an app for Quest on Unity and I was wondering if there's a way to check if the boundaries have been reset once the application regains focus. I'm using the Oculus SDK from the Asset Store.
How do I sign an Oculus Go APK with Signature Schema v1 In Unity 2019.3?My build setup was previously signing v1 successfully in Unity 2019.2.Unity 2019.3 is always signing the build APK with Signature Schema v2.Jarsigner is not an option with builds that have already been signed.mainTemplate.gradle file does have v2SigningEnabled false and v1SigningEnabled true, this was working in Unity 2019.2.Project Settings - XR Plugin Management - Oculus - V2 Signing (Quest) is unchecked. Is this happening to others besides me?Thanks!Steve Hinan - METAL MULTIBALL
So I'm attempting to integrate the Oculus SDK into my project so I can release my game on the Oculus store. I started a new project to get my bearings and got so far as to place the OVRCameraRig into my scene and start detecting the touch inputs. I can detect OVRInput.Get just fine, but OVRInput.GetDown/GetUp never return true. I've googled and searched these forums as well as the Unity forums and come across other people having the same issue(as far back as 2017) with none having a solution. I've tried the workaround some have posted of hitting the home button and then returning to Unity and it has no effect for me. I've tried with both Oculus Integration 1.28 and 1.35. Does anyone have any idea how I can get this working?
How can I launch my Unity Application via adb?Tried:adb shell start -n com.COMPANY.NAME/com.unity3d.player.UnityPlayerNativeActivitybut 'start' it wants root access.
I am using Unity 2018.4.7f1 and latest Oculus integration SDK till date. When I try to fetch the current logged in users friends list, it is returned empty. I have 8 oculus friends in my list as of now.
Hi,I am currently working on a room-scaled VR game where the Player uses the (Oculus Touch) controllers to grab differently-shaped blocks. The blocks can only be grabbed when both hands are at one of the sides of the block and the buttons of both controllers are pressed. The intention is to then base the orientation of the grabbed block on the orientation of both the left and right controller. The block needs to move and rotate based on how the left and right controller are moving and rotating.To achieve this, I have made a (C#) script that during runtime makes sure that a sphere (let’s call it the MiddlePoint Sphere) (1) keeps right in the middle of the two controllers position-wise and (2) bases its rotation (orientation) on both the left and right controller. While the former works well, the latter only works partially: the MiddlePoint Sphere rotates correctly until the hands reach a certain angle, whereupon it completely flips its axes. Since my knowledge on Quaternions and Slerpin
Is there a feature to see what is rendered on the left and right eye in Play mode?I'm intentionally displaying different objects per eye and would like a way to test without building.
Apologies if this has been answered elsewhere. Have spent some time searching but have not found conclusive answers.Is it possible to preview my scene in the Editor (or on the headset directly) without building and deploying an APK?In other words is there some way to "play" my scene, use the controller, and move the camera around? Either using keyboard controls, or using a tethered headset?
Hi all,I was trying out the new 360 Capture SDK by Oculus from this URL.It is working fine until I found out it won't capture any world canvas UI element when doing surrounding capture. Does anyone know why this is? and how do I fix that?Thanks
Are we getting a fix for this? I'm seeing the same problem everywhere, nobody can import the new Oculus Integration, existing projects all breaking, errors popping up, Is there a stable previous version or something? We literally cant use this...
Hi. I'm building an app for the Oculus Quest and am basing it off of the Stereo180Video Sample Scene. However, when trying to set the playback speed of the video to anything other than 1, the video lags horribly for a few seconds and then the app crashes. I'm using NativeVideoPlayer.SetPlaybackSpeed(2f); to set the speed.In the Exoplayer docs it says that the video may be laggy if the app is running as a debug build instead of a release build.So, I've made sure to uncheck the "Development Build" checkbox in the Build Settings of Unity. I've also added a signing key to the android publishing settings. Is there anything else I need to do to make the app a release build?Does anyone know of anything else that may be causing this issue or how to debug it?Thanks!
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