Unity Development
Recently active
After one week of research, many forum posts reading, i still can't find an official basic setup for Oculus (Go, mainly) development WITH the new Unity XR Plugin system, i.e :- a sample scene with a basic XR camera...- ...that i can test easyly in Play Mode in Unity editor (with something like an equivalent of the good old OVR Headset Emulator).Can someone enlighten me?
I'm working with Unity (v2018.4) and Mozilla WebVR Assets. Building a project and exporting it to WebVR works fine. No problems occur while running it on a Rift (via Chrome or Firefox). However, running it in Oculus Browser or Firefox Reality Browser (on Oculus Quest) will result in a very laggy/jittery camera movement. Hands are fine, but everything else is not. This is not dependent on the scene itself. The issue can be reproduced by simply open the 'Mozilla WebVR Assets' example which I can't post as link: mozilla.github.io/unity-webvr-export/
Hello,Every time we have crash in Unity when we eneble Oculus Attenuation. Anyone can help us?We don't get any error at all. Unity 2018.3.6f1 (64-bit)
Hello guys,New guy into Unity so I might be missing something really basic.I've installed the latest version of Unity(2019.2.17f1) and the latest Oculus Integration(v13) from the asset store. I've opened the HandsInteractionTrainScene example scene and build it out to my Oculus quest. I can see that the hand meshes updates just fine, however the touch points(small spheres on the finger tips) are not updating in realtime, but only when the hand loses tracking and comes back. I've done some backwards searching as far as I can see, the issue is the FixedUpdate of the OVRSkeleton class is not actually updating the capsules positions to correspond to the hand tracking. Any idea how to fix this issue?
I tried several times but it didn't work.So I want you to teach me the simplest method. Please.
Hi, i m triying to test control direct in unity editor, everyghing work well with oculus link when hit play in unity, but i want to test without the headset, i noticed ovrplayercontroller have headset emulation (activated with control key) and i inspect the code and see keyboard control, no one of this work for me, neither headset control or keyboard control.Please help
APK Signed With Signature Schema V2.why is Unity unable to generate an apk with grandle, which can deploy to oculus? 2 large companies ...THERE IS NO MANUAL, DOC, VIDEO? SHIT !!
Hi,I have this error since this morning using the command tool to upload APKs. It was working fine yesterday. I've always been using the same build and project since the beginning. Is something going on ?It seems I'm not the only one (https://forum.unity.com/threads/apk-is-signed-with-signature-scheme-v3-which-is-not-yet-supported-oculus-platform.613405/).Thanks
Hello.It seems that having the Avatar hands disappearing when idle is the default behaviour. Moving the hands slightly make them appear again. Is there a way to configure the Unity Avatar SDK so that the hands are always visible?Something on the libovravatar dll changes the visibility flag for the hands if we keep them still for a few seconds. It's retrieved with this:ovrAvatarVisibilityFlags visibilityMask = CAPI.ovrAvatarSkinnedMeshRenderPBS_GetVisibilityMask(renderPart);Thanks!Leo
Can anyone point me to a tutorial or giving me some example on how to talk back in Oculus Quest unity?My Idea is;When the Player, press the "B" button on the right-hand controller, the Player will be able to talk to the microphone.When he release the "B" button, the unity application will stop the microphone.
Has anyone got the hand tracking demos to work in editor?Is this possible or do we currently need to build an APK in order to get this to work?
TL;DR How can I read from the eye buffer on Oculus Quest/Go to a byte array without a rendertexture using OpenGL?Hi, i'm tring to cast the VR view to an external app. To do that I need to send a byte array of each frame (at about 10 fps). After finding out that Oculus Quest and Go don't support AsyncGPUReadback the go to answer was to attach a rendertexture to a camera-> set it as the active rendertexture -> render to it-> do Texture2d.ReadPixels to a 2d texture-> Texture2d.apply->Texture2d.GetRawData.While the method works it caused a few issues: some performance issues that were mostly acceptable, and a jittering in close moving objects (such as the controller objects or our gameplay object). The jittring make it a very unpleasant to play . We Know the jittring is connected to rendring to rendertexture, since we used to have that very problem when a wayward ForceIntoRT was left checked.I tired to find any way to do it in Unity, but nothing worked. And so I turned to Op
This is the master thread for any discussion of Unity Vulkan in 2019.3
Hi, I'm trying to create a short intense vibration of the Touch Controller when the player's hands collide with a game object. I'm using this code but changing the freqency value doesn't seem to affect the duration. Anyone have any ideas?OVRInput.SetControllerVibration(1f, 1f, OVRInput.Controller.RTouch);
Hi, I get these on the debug console, when played in the Unity editor, although works fine. Can you tell me what these errors are about?Could not load symbol ovrp_GetDepthCompositingSupported : (null)Could not load symbol ovrp_GetLayerTexture2 : (null)Could not load symbol ovrp_SetupLayerDepth : (null)Could not load symbol ovrp_GetEyeFovLayerId : (null)Could not load symbol ovrp_SetDepthCompositingInfo : (null)Could not load symbol ovrp_Initialize4 : (null)Unity and Oculus versions are as follows:Unity v2017.3.0f3, Oculus Utilities v1.21.0, OVRPlugin v1.14.1, SDK v0.0.0.
Hi all, I have a script that animates a mesh by changing its vertices and texture. It works in the Unity "Game" window. But when I preview the build on my Oculus Go, I can see the original mesh and texture at the beginning of the scene, but it never updates.I wonder if this is because the Oculus-Unity source code doesn't re-load a mesh's data on every frame by default. Maybe I need a line in my code that triggers the Oculus renderer to re-load this mesh. But haven't figured out how to do that yet. Any help appreciated!
Hi All,In Unity I tried to replace laser pointer using Oculus touch instead of gazepointer like present in the samples. The problem is that I don't know how to trigger events in UI components.Is there somewhere an example to get inspiration?thanks
Hi. At the Oculus Connect Conference they mentioned Remote Rendering and only having to hit the Play button in Unity instead of building the .apk to run the scene? Anyone know how to enable that?Here is where they talked about it.Thanks.
I am using Oculus Integration together with Oculus XR Plugin and when I try to build, i get a lot of errors from Oculus integration editor scripts. Any help would be much appreciated...
Unity 2019.3.0f6, Rift S, using the latest Oculus XR Plugin, OVRCameraRig prefab.I am experiencing jitters with any kind of game object in unity. This happens not only with moving objects like my hands but even with still objects when I move my head around.At first I thought something was wrong with my hand tracking or scripts and indeed there are many users online that seem to suffer from grab/hand jitter problems in unity as well. So I played around with my FixedTime settings and tried many different numbers - to no avail.Then I noticed that not just my hands, but literally any object close enough to the CameraRig actually stutters. If I place a small cube in front of me and move my head from left to right or up and down it will jitter as well. My frame rate is always sufficiently high (120+ fps) and if I place animated objects into the scene they play out smooth and without problems.I also tried tweaking the quality settings and playing around with VSync and co, but nothing see
Greetings Oculus forum, Running into an issue where if I try to use any of the setups with custom hands they jitter or stutter really badly. The sample framework projects also show this behavior for me. CustomHands, DistanceGrab, and a few others. Using the LocalAvatar prefab that uses the default hands seems to work ok, but I am not sure what the issue is. I am running the newest Oculus Integration and Unity 2018.3.3f1 I tried loading a blank project and not touching any settings and I see the same issue. Anyone have some thoughts on this? Thanks
I built my Quest project using the just released Unity version 2019.3.0f6 today and I noticed it completely destroys my app's framerate. The game runs at a perfect 72 FPS with no dropped frames when built in 2019.2.19f1, but stays in the low 50's with 2019.3. All build, quality, etc. settings are the same. Has anyone else noticed anything like this?
I have Quest v2 signing unchecked but I am still getting an error when trying to upload binary to Oculus. Help please :)
When User access Rift software through Quest Link, How can I check the device type?Even using Quest, OVRPlugin.GetSystemHeadsetType() is RiftS.In advance Thank you for answer.
Is it possible to use Texture Coords to cast a ray on a canvas UI?I'm extracting the texture coords from a rendertexture and now I want to cast these coords onto a canvas UI.I've been looking through the OVRRaycaster script, but I can't make heads or tails on what kind of parameters it needs to cast a graphic raycast.Any help would be greatly appreciated.Jesper
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.