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I'm developing on the Oculus GO in unity and the text in my scene appears either blurry or jittery. I'm using Unity's text mesh pro, msaa anti-aliasing at 8x sampling. Screen space anti-aliasing just makes everything look blurry. I just notice that the text in the Oculus GO menu UI looks so crisp, clear, and not jittery at all. What was done to the Oculus GO menu UI to make the text look so clear even when the font size is very small, and what can I do to get similar visual quality in my Unity project?
Hi, I'm developing a space game but my floor level is not correct I become like 20 cm longer in the game and the controllers are unable to pick up objects that are on the floorI am using the quest, unity 2019.2.12f1 and I am using version 12.0
Using Unity 2019.1.2F1, using Oculus Integrations 1.41.I'm having this weird issue that's hard to debug.My app consists of multiple scenes that I load in consecutive order. Everything loads correctly except for when I'm loading from scene 1 to 2. At the start of scene 2, the right eye is black, while the left eye renders the scene for half a second (the skybox is black), then both eyes render black. This happens about 50% of the time when loading from scene 1 to 2. If I build scene 2 by itself, or load from scene 0 to 2, it doesn't ever happen. So the problem doesn't seem to be with the scene.I'm not getting any information from the debug, except that a bunch of Oculus processes die:ActivityManager: Process com.oculus.alpenglow (pid 5973) has diedActivityManager: cleanUpApplicationRecord -- 5973ActivityManager: Process com.android.deskclock (pid 1848) has diedActivityManager: cleanUpApplicationRecord -- 1848ActivityManager: Process com.android.packageinstaller (pid 2960) has diedActivi
Hello. :) I am trying to create a physical UI and want to make my hand automatically go into the pointing position where a rigidbody is added. I see that when the "Flex" parameter from the animator is 1.0f and the others are not affected, the hand can interact with physical elements. For the simplicitiy of the user, I want the hand to flex into a pointing position automatically when he is near a physical UI, instead of having to press the grip button. In Star Wars Vader Immortal series I really liked that the grip button fingers was gradually squeezing together, when moving the hand closer to a button. I am using Unity version 2018.4.8f1 together with Oculus 1.38.4 and VRTK. I have a pinpad with buttons that use the directional joint drive from VRTK. I am kind of new to Unity and the animator, since I am doing a project for my master thesis, but what I want to do is create a zone near the pinpad and a script that automatically makes the hand go into this "state". The pi
Note to all developers looking to use the overlay layer to render 360 content. There are issues within the Oculus overlay implementation which makes 360 content not a viable option. The overlay layer is rendering straight to the eyebuffer(screen) and needs special care to do so. The edges of an overlay layer tend to have a thin dark outline which is usually not an issue with a quad or cylinder as they can be easily masked by darker backgrounds. Now to render 360 content with the overlay layer, you need to use a equirect layer. The equirect overaly shapes render 360 video/images clear and sharp however there is a massive issue making the equirect option unusable. The edges of the overlay layer still produce a small black line which happens to be on the back side of the sphere. Looking forward is just fine however once you turn around, the black line is always at the back of the video. The line is very thin but extremely noticeable. A strange aspect of the black line is that it is extrem
Is there a tutorial on how to implement a crouching on demand feature ?I know some games already has this feature. Thanks
My current stack:- Headset: Oculus Quest- Unity: v2019.2.19f1- Oculus Integration: v12- OS: MacOs CatilinaI have followed a basic tutorial about teleporting and it was working well: I was able to use the left thumbstick to define the new target & orientation of the avatar teleportation. However, after updating the Oculus Integration for Unity to the latest version (v12), it stopped working.This is the structure of my LocalPlayerController prefab:and this was the previous (working) configuration of the LocomotionController object:after the update, I noticed that 2 scripts changed: LocomotionController.cs and TeleportInputHandlerAvatarTouch.cs:LocomotionController.csif we analyse this script more in detail we can notice that two fields (`CharacterController` and `PlayerController`) have changed type./************************************************************************************See SampleFramework license.txt for license terms. Unless required
Hi, I was wondering if there exists controller animations for Oculus Quest to be used in Unity? Similar to the Rift touch controllers? So that I could visually see when a button/trigger is pressed for example. I can find the quest model but it seems that it's not split into separate parts (as in buttons, trigger, thumbstick). Perhaps I'm just missing a prefab somewhere? Thanks!
Hello,Locomotion example from latest Oculus Integration(1.40) for unity3d (2019.1.14f1).What is wrong: controllers not visible, teleportation laser not visibleHow to fix that?
I'm currently making a project using Unity on a Oculus Quest and I seem to be having problems with the controller inputs. I tried using the OVRInput.GetDown(OVRInput.Button.Three) as per Unity documentation and there seems to be a bug when I use the X and A inputs. Once the X and A Inputs are coded the Y and B inputs seem to be disregarded. I tried using different work around like messing around with the Android Manifest and still doesn't work. Is there any other work arounds with this? Thanks Unity Version 2019 2.7f2Oculus Plugin: 1.38
This is my first time using a teleport system with Oculus SDK. I'm having a few issues:1) When teleporting, the PlayerController moves. This is fine in a sitting or standing game, but mine allows the user to move around within the room. When not in the starting position and I teleport, I end up very far from my teleport destination. After looking at the code for a bit, it appears that the camera itself is not being reset back to the starting position. So Im ending up far away if the camera is far away. Is there anyway to reset the CenterEyeAnchor on teleport? Or what do people do with this?2) How do I stop being able to raycast through walls?Thanks!
Does the Quest connect to Unity for debugging via the USB cable? Or do you have to create the build and load it onto the Quest for testing. I found how to connect Unity with the Rift, but have not seen any info on doing this with the Quest.
Building an VR/360 player app where I want the videos to be played from a local map on Oculus Go, having an hard time trying to find the right path. Let¨s say I drop the videos on Oculus Go video map. What would the url for unity video player be?Thank you
hey :-)i m building a table tennis vr game right now and ran into collision problems...if i let the ball drop on the racket or move slowly all is fine but when i try 2 hit hard the racket goes right through the ball...tried 2 find for 2 weeks now the solution 2 my problem online,youtube,unity forums,udacity (taking the vr dev course ) forums but no1 could help me,so i thought ok maybe at oculus some1 had and solved the same problem,maybe its vr related...any ideas?any1 had the same problem and knows how 2 solve it?
I keep getting these errors when trying to build my app.... Thing already done:- reinstalled fresh Android SDK- tested with a fresh new project (one scene, one cube, same errors)Building for API 21 as recommended by Oculus Best Practices Building for 25 (GO's API) gives same error. But if I build for API 29 no problem, apk is generated but won't install on Oculus GOAny idea about what the problem could be?Using Unity 2018.4.14 LTS on Mac OS X 10.13.6Build completed with a result of 'Failed'UnityEngine.GUIUtilityrocessEvent(Int32, IntPtr) (at /Users/builduser/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)[/ICODE]UnityEditor.BuildPlayerWindow+BuildMethodException: 2 errorsat UnityEditor.BuildPlayerWindow+DefaultBuildMethods.BuildPlayer (UnityEditor.BuildPlayerOptions options) [0x00242] in /Users/builduser/buildslave/unity/build/Editor/Mono/BuildPlayerWindowBuildMethods.cs:194 at UnityEditor.BuildPlayerWindow.CallBuildMethods (System.Boolean askForBuildLocation, Un
Unity Version 2019.1.7f1Hello,I've been looking into getting a better looking UI as an interface, currently using a World space canvas and UGUI Images, but it appears to have a decent amount of aliasing and text on panels is blurry.Recently I've discovered the OVROverlay which is rendered by the compositor, and after doing an initial test, the quality difference is HUGE. I don't want to go back to world space canvas / application rendering.Although my UI panels have interactive elements to them. IE. if you hover over a button it highlights, you can click buttons to fade things in and out, etc. So I need to use the "Dynamic Texture", which entails setting up a separate camera that renders to a rendertexture, which is then fed to the OVROverlay component. I've done that and pointed a separate camera at my UI but the colliders aren't matching up completely.. My question- Is there any easier way to line this up with accuracy? Rather than making a new APK build everytime (Dev
I am currently developing a game for the Oculus Go. It is a simple 2D game that only uses the mouse as input. I'm currently developing with Unity 2019.1.4f1.When I pushed one of my test builds to my Go, it opened in a Windowed mode, allowing the OS to still be accessed, much like the home page would. Since then I haven't been able to replicate that version, as all other builds immediately open in full screen. Is there a setting that I'm missing in order to achieve this?
Anyone using Lightweight Render Pipeline or Universal Render Pipeline for Quest development? If so, what version of Unity and Oculus Integration are you using?Thanks!
Hi,Trying to really quickly implement basic VR and movement around a scene in Oculus Go (purely for demoing a model)In the docs for the Oculus Integration package, it describes the OVRPlayerController thus:The OVRPlayerController is the easiest way to start navigating a virtual environment. It is basically an OVRCameraRig prefab attached to a simple character controller. It includes a physics capsule, a movement system, a simple menu system with stereo rendering of text fields, and a cross-hair component.I have dropped it in, set up app ID with the plugin, installed sdk etc.. and done a Build.With no problem I get a build installed on my Oculus Go. Head tracking works fine (I can look around) The Go Controller works (to an extent) as in I can re-orient the view with the long press. But... CANNOT MOVE.Is not a simple movement included as part of this component? I have checked the inputs and, without know what precise things should be listed here, , it all looks fine.OVR manager is in th
I'm using unity's LWRP and according to the article here:https://developer.oculus.com/blog/getting-started-with-unitys-lightweight-render-pipeline-lwrp/ Postprocessing effects use intermediate textures and are terrible for performance!In my project, I would like to achieve a bloom effect in order to make lights and emissive materials glow.Does anyone know of a VR and performance friendly method of doing this?
I am new to develop VR game. My setup is Unity 2018.4.14, Oculus SDK v12, I need some suggestions regarding the following questions:1. Are making OVRCameraRig and OVRInputModule "DontDestroyOnLoad" a good practice? If not, what should I do, initializing everything each time there is a scene change?2. Does Oculus SDK have API for fade in/out, which could be used during scene change.3. What is a good way to pass data between different scene? currently I am using ScriptableObject.Any suggestion is appreciated.
First of all, Compositor layer contain two type, called them Overlay and Underlay. i have readed the post https://forums.oculusvr.com/developer/discussion/comment/536880#Comment_536880 which talk about how the 3d model correctly show or hide while using Compositor layer. i want ask a extra qustion to confirm my assumption for using Compositor layer right.Is Oculus Gear vr home app using "Underlay" to Render Ui Panel ?oculus staff said "we do use overlay in Gear VR home, and the fact is that everything is made by overlay in gear VR home", while gear controller & its white laser can display in front of ui panel shown below.if gear home using "Overlay" not "Underlay" to render ui panel into cylinder, i do not figure out a valid method to render controller & its laser in front of ui panel, because of "Overlay" blend with eye buffer using Overlay Rt's alpha value. while "Underlay" blend using eye buffer's alpha value.using Ove
I'm trying to make a VR climbing game where you can climb if an object is climable. I'm going for gameplay like the climbing in vade imortal or the climb. But haven't been able to find any good climbing scripts. I tried using VRTK but it messes up the oculus quest. So I want to code my own script that only uses oculus utilities. Any suggestions or pointers would be helpful.
Hello,I am working on oculus quest development using Unity. No matter what settings I change or which project I'm in, my app always has black edges before the eye cups end on the quest. In other words, before the screen ends on the left, right, and bottom sides, the rendering ends and there is blackness. This happens in the demo scenes from the oculus asset, for example.Is anyone else experiencing this or does anyone have a solution?Thanks!Unity version 2019.1.12f1Oculus asset version 1.39
Hi!I am trying to record audio from the Quest's microphone, save that audio, and then play it back at a later time in the game.That being said, I'm having issues accessing audio from the Quest's microphone. I've looked at this discussion which suggests looking at the OVRLipSyncMicInput script from Oculus SDK. I've tried that and got a version working in Unity that records audio and plays it back right away, but once I load it onto my Oculus Quest I get issues.The issue in the Quest seems to be that the Android microphone seems to be turning on automatically and I don't know what is turning it on in this script. I've also attached my Android Manifest if there could be an issue with that. If anyone had any experience working with the Quest's microphone in Unity, that would be great if you could shed some light on this situation :)Here's my MicManager script (altered from OVRLipSyncMicInput): drive.google.com/open?id=1pU3eHvSrmBEm9TpTL39wF6ee-MzaNVD9And here's my Android Manife
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