Unity Development
Recently active
Hello,I'm facing a weird problem in my latest Unity build : neither the remote nor the touch controller inputs are detected anymore... I built the game a couple of weeks back and everything worked fine... The hardware is well detected and everything else works fine (access to the oculus menu, playing other oculus games, etc...).I built in Unity 2017.2.0f3, using OVR plugin 1.22.0, then 1.27.0 but the same issue occurs with Unity 2018.2.0b9 and OVR plugin 1.25.I tested the same build on another computer with no success...Was there a recent driver update or something like that ? I cant understand how a working build can be affected all of a sudden !Here is a code snippet used for debug purpose, the "Update" log appears but not the "Button Down". The script is used in combination of an OVR Manager.void Update () { OVRInput.Update(); Debug.Log("Update");
I've setup our project like the Hand Tracking docs state for optional use, but when I use ovr-platform-util to upload to Quest store I getERROR: Validation identified the following errors:The <uses-feature android:name="oculus.software.handtracking" /> attribute is not allowed for this platform in AndroidManifest.xmlThis is true whether OVRManager generates those settings in the build process or I manually add them to AndroidManifest.xml.I'm using Unity 2019.2.17f1 with latest (v13) Oculus SDK.Is this happening to anyone else?ANSWER:Doh! The docs say this up topDeveloper Preview Disclaimer: Hand tracking is presented as a developer preview feature in this release. Apps using this feature will not currently be accepted for submission into any Oculus release channel until the feature exits the developer preview phase in a future release.
[I posted this in Quest forum too... just a heads up]Hi,I'm just getting started with Quest development on Unity. But I can't get through the initial tutorial / sample scenes. I get the same error starting with a "from scratch" project. All I do is add the Oculus integration and try and build one of the sample scenes to the device. Both 2018 and 2019.The bug in Unity shows up as:Gradle has exited unexpectedly.UnityEngine.Debug:LogError(Object)OculusBuildApp:BuildGradleProject() (at Assets/Oculus/VR/Editor/OVRBuild.cs:385)OculusBuildApp:OVRBuildRun() (at Assets/Oculus/VR/Editor/OVRBuild.cs:285)<>c:<StartBuildAndRun>b__29_0() (at Assets/Oculus/VR/Editor/OVRBuild.cs:261)System.Threading.ThreadHelper:ThreadStart()But the bug really comes down to the following code from OVRBuild:while (apkOutputSuccessful == null){ if (timeout.ElapsedMilliseconds > 50000) { UnityEngine.Debug.LogError("Gradle has exited unexpectedly."); apkO
All the buttons work other than Button.One when using Link to make Unity game, if the code is deployed to the Quest all the buttons work, so probably an issue with Unity interface.Test code, outputs a uint32 bitmask, when run inside Unity via Link (Beta) will not give Button.One (00000001) but works fine when deployed. uint AllButtons() { uint tResult = 0; for (int i = 0; i < 32; i++) { OVRInput.Button tMask = (OVRInput.Button)((uint)1 << i); tResult |= (OVRInput.Get(tMask, mControllerHelper.m_controller) ? (uint)1 : (uint)0) << i; } return tResult; }
Is there any way to disable ray tool on particular event?i am working on some poc in unity for oculus quest and using oculus Interactable Tools SDK driver and Hands, i want to hide/unhide hand ray tool on a particular event.
Is there any way to disable ray tool on particular event?i am working on some poc in unity for oculus quest and using oculus intractable tool sdk. i want to hide hand ray on a particular event.
Hi, I'm developing a multiplatform game in Oculus, Android (Smartphone) and WebGL.When I build it on Oculus or WebGL, there is no problem. But on Android!!!In XR Settings I changed Oculus to None in VirtualReality SDKs. It works faster and all was good.The problem is: There is no Icon on my Smartphone!!!Do you know what I should do?Thanks
I am currently using 2019.1.5f Unity to developing my multiplayer game with Photon PUN 2 free on Oculus Quest. I am worrying about 2019.1.5f Unity is not in the 3 best compatibility version on documentation, which are 2017.4 LTS, 2018.4 LTS and 2019.2. Will I run into any compatibility issue in the future? How bad will that be?Thank you for spending time reading this.
Hello,Is it possible to generate a mesh collider to the texture mesh rendered by OVROverlay (shape Cylinder // underlay -> underlay Imposter)?I made a curved collider in Blender that roughly matches the Overlay shape, but aligning them is a nightmare and will never be 100%.What we really want is a mesh collider to be generated based on the OVROverlay texture mesh.Is this possible or are we doomed to use and align a separate collider object?I was looking at the .sharedMesh() but it doesn't seem to work here.I browsed through the OVROVerlay script, but "mesh" is not mentioned in the code.So I have no idea how the texture is actually being rendered.Also, the transform of the OVROverlay cylinder is really following the rules, I set a Gizmo box to show the transform boundries, but the OVROVerlay Cylinder is actually being rendered outside of that. Which seems quite strange to me.Hopefully someone can share their experiences with this.All the best,Jesper
Hey, the Oculus Integration on the store has OVRPlugin version 1.45, but the OVRPlugin in the Oculus XR package (1.1.5) is only 1.41. I would've though these would be updated in sync. Am I missing something or do I just need download both.
@imperativity et al: I have an Oculus Go/Samsung GearVR Application developed using Unity. Since I am relatively new to Oculus Overlay renderings and the documentations ( for beginners ) are far from ideal, I need the forum's help.Scenario: I am trying to play a video. The texture is obtained from Native Android Exoplayer, Blit for Left/Right Eye and populated through OverrideOverlayTextureInfo. Also, I have a static cubemap which I would like to render it behind the video.For design purpose, Underlay was chosen to be the Overlay shape. I would like the the cylindrical video to be underlayed in front of the cubemap.Expected Scenario : A scene which has the static cubemap and the video playing.Actual Scenario : An empty scene with just the audio playing. Currently, I am in 1.28. Backtraced and it seems to be working in 1.14.Settings: 1) Skybox Settings => Solid Color Background : (255,255,255,0). 2) Projection : Perspective. 4) Composition depth: 1 for cyli
When I use OVRInput.Get(OVRInput.Axis2D.SecondaryThumbStick) it usually returns the position of the SECONDARY Thumb stick but sporadically return the PRIMARY controller at other times.The same problem occurs with the Oculus Demo 'Distance Grab' should be easily reproduced.I'm using Oculus Integration 12.0 with Unity 2019.3.0f6 on the Oculus Rift S with the Touch Controllers,
Hi, Im developing in unity for the oculus quest and ran into a problem with the lighting. I want to have three spotlights in a indoor scene. All three show up when I preview in Unity but when I build and run to the Quest I only see one of the three spotlights.I think it has something to do with pixel light count. Even though I try different amounts, nothing changes when I look in the Quest.What am I doing wrong? Is this a limitation of the Oculus?Thank you in advance!/Jonathan
I'm a total beginner so bare with me. I'm trying to combined the functionality of both 'OVRPlayerController' combined and 'LocalAvatarWithGrab'.I want the player to be able to grab items in the scene which i'm able to do with 'LocalAvatarWithGrab' but the player isn't able to walk like they can with 'OVRPlayerController'.Any ideas guys?Thanks in advance!Danny
I have a UI canvas with some UI buttons on. I have a teleporter with a laser on the right controller. How can I add a laserpointer /raycaster on the left controller when I press the lefthand trigger? I need the laser to interact with the buttons on the canvas. I havent found anything usefull so far.
Where's the essential stuff to help developers build the stuff for oculus? Are there any plans of upgrading examples that come in Oculus Utilities. Not interested in integrating third party plugin like VRTK into the project to achieve the same. People have already reported that snapping is not working with all versions of oculus utilities.
Hi all!I'm using the latest version of Oculus plug-in and Oculus version.I've found tutorial on how to add interaction with hand, by pinching, for example. I checked for the "HandInteractionTrainScene" scene and it works fine.But, I can only interact with object using the "pointer" behind my hands. I would like to know if it is possible to add physics to the entire hands, so I can push item with my palm for example. What I would like, for example, is to be able to open or close a door with my hands using my finger around the handle.Is it possible yet to do such a thing using Unity and the oculus plug-in?Thanks a lot!EDIT : I'm just blind. there is a tutorial that explains everything we need to know... (I can't add links)
Hi All, I'm hoping some kind person may be able to help me or point me in the right direction. I started learning Unity a few weeks back before I got the Rift. I decided to try and do a 'moon based' demo as I thought the change in gravity would be fun and it's a good environment for me to experiment with while I learn.I had it working beautifully before the Rift arrived, able to walk and jump around the lunar landscaper. Since getting the Rift I removed the my old control type (from the 'standard assets' that ship with Unity) and added the Oculus Controller. This works fine apart from I now have no jump function and I've tried a variety of things to get it back with no success. As my lunar environment requires jumping and low gravity, it's proving a bit of a nightmare.I am a newbie, and I'm sure that the answer is pretty simple so if someone could at least point me in the right direction I would be eternally grateful.Thanks in advance.
Hi, I was wondering if anyone could point me in the right direction for trying to implement these controls in Unity. For example if I were to control a car, the car would accelerate when the player extends their arms, and decelerate when the pull their arms closer to their body.Thanks!
I'm trying to use the new XR Plugin system to develop a Quest app with the Oculus XR Plugin installed, and getting an error stating that the OculusXRPlugin dll couldn't be loaded when I try switching to play mode.Is the XR system windows-only? Am I missing something obvious?/edit: I should note that I'm aware I can't actually use my headset in Unity on Mac. Just trying to run it flat in play mode.
Hi there! I'm new to Unity and VR development and having an issue with the OVRPlayerController. I have a door set up and if I'm not in the center of my play space, I snag the edge of the door frame and can't pass through. Also, if I'm at the very edge of my play space, and shift into a wall I got through it. Anyone have a good solution for this?Thank you!
Hello,I've updated the Oculus Integration via Asset Store to the v1.43, on Unity 2019.2.14, and now it seems the Unity cameras are no longer able to render stereo, that is both left and right eye always see the same render, resulting in a monoscopic view.I did a lot of tests both on a previous working project and a new basic project from scratch, both using the standard Unity main cameras and the OVRCameraRig prefab, both on custom scenes and Oculus sample scenes, trying every possibile combination of stereo rendering mode and camera/OVRcameraRig settings, without success, always having a monoscopic rendering.Any suggestion about it?
Trying to use custom hand poses for holding different items. Here's my current workflow for creating poses:In Oculus Link, play scene and pauseDuplicate hand GameObjectAdd a Pose Edit Helper componentAdjust transforms until happySave as prefabI know Oculus doesn't have much helpful tools, but does anyone have a better method for creating poses? The hands are very finicky in the Oculus Link; they disappear if you set the controllers down, and the tracking jumps around the scene. And duplicating the hand transform doesn't give me a renderer to work with, so adjusting is tedious. Other things, is there a way to mirror the pose for the other hand quickly? And offsetting the object in the hand so it fits nice?
Hello,I am trying to record head tracking info such as orientation, velocity and acceleration of headset when moving head side to side. Anyone know how to obtain these records in Unity? I'd like to output these values to a cvs for analysis. Thank you
In our game, we're trying to detect and switch the handedness. I've found the basic information on the calls to get the information for which hand is set in the profile, but I can't find any more information on it. We're having an issue where I detect the handedness setting, and I can set the handedness (using the toolset OVRPlayerController) to the left hand by moving the "TrackedRemote" object to the right or left hand anchor. But, that's not working out. The switch doesn't seem to happen, even though it does in the editor (by manually setting the "lefthanded" bool.I'm not really looking for code assistance as much as I'm looking for more information. Does anyone have a good resource for good info on how this works or an idea of what we've missed? I've spent several hours searching.We're working on the Go, in Unity 2018.2, and using the code below:private void OnApplicationFocus(bool focus) { leftHanded = OVRInput.IsContr
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.