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I use the new hand tracking feature and want to access to hands' transform before build. I tried LeftHandAnchor/RightHandAnchor to get the position and rotation, but the problem of it is it gives me the wrist position of a hand with hand tracking, while when hand tracking is off, it is the position of the center of the controller. Also, the anchor transform z+ isn't "forward", the direction an index finger faces to, but instead x+ is. Those just make it difficult to use the reference of hands transform.There are a lot of cases you want to get the transform, such as when making sphere GameObject with its collider for OVRGrabber as a hand's child, or setting up the VRIK target etc. It should be easy. If I can access to hand prefab which has hand mesh, then maybe I can use it for the reference while making a project. But I didn't find one in the latest package. Please let me know if anyone finds the hand prefab, or a way to get the transform before build. Thanks.
Hello!As the title says, I'm running into issues with OVRGrabber script in Unity 2018.4.14. On the Rift S, everything works as expected. On the Oculus Quest, all of the thrown grabbable objects spin backwards from the way they are thrown. This is due to the angular velocity component on OVRGrabber.GrabEnd() being inverted for some reason on the Quest. Has anyone run into this issue?
Edit: Solved, OVRManager is returning the right thing, after all. Unfortunately I cannot seem to delete this post.Any pointers on how to get the Oculus audio device guid? It used to be the case that OVRManager.audioOutId would work, but in unity 2019.3, this doesn't seem to work. In addition, it would be nice to get this from the XR api itself, as the user can often select how they want audio to be routed in their headset config (Oculus settings, for example).I'm using the latest (as of this post) Oculus XR package, in Unity 2019.3.0f3. We are using FMOD, which needs to be specifically targeted at an audio out.
Recently I have been able to make a vr game using unity, however when I grab a gameobject and then walk around the gameobject tends to float around. How do I fix that?I have tried parenting to the OVRrig and the Trackingspace, but gameobjects snap to the players forehead. I also tried to make a new transform point and they did the samefloating around bit. So right now they are parenting to the actual grip transform of the custom hands. You can see the problem in this video. https://www.facebook.com/brian.hillegeist.94/videos/586413755547290/
Hello! I looked around and tried to find an answer but it seems most people are currently unsure of Oculus Quest features.If I wanted to remotely upload a Unity build to my Oculus Quest, how would I be able to? Can I simply use filezilla?Any information is helpful!Thanks
I have a toolbox that is currently parented to the controllers via VRTK controller script alias. When I setup hand tracking the the object correctly parents to the controller anchor but its upside-down and (left hand) and backwards.Also of note is both my pointers on the left and right hand point to eh transforms right instead of forward.Anyone have any tips on how to fix this?Using latest integration and Unity 2019.2Thanks
Hi!I have a litte Testproject using Unity 2019.2.6 + latest Oculus Integration Assetwhere i can grab some models - nothing fancy. Running on a WIN64 Sytem, i7 5820K@ 3,3GHz and GeForce RTX 2070 with Oculus Rift S.When playing it in the Editor the controller movements ( i've attached a simple cube to each left / right hand anchor ) are very smooth also when i got grabbed objects.But when i build & run the game - the movement of the controllers & grabbed objects is very choppy/laggy.Is this common or do i have to change some settings to solve this? the controller latency feature is checked.Same issue when building on of the "Hedgehog" Example Scenes where i got Boxes as "controllers". Any idea what's causing this issue?
I'm trying to use the Cinemachine dolly track camera for the Oculus Quest (to zoom into a game object for a cut scene). But, it only works in the editor and not when I build it to the Quest. Is there something I need to do to get it working? Below are pictures with how my camera is set up to the OVRCameraRig. I want to zoom into the sphere in the middle
I'm new to developing for Oculus. I've got a game in Unity that I previously started while developing for Google Daydream. For my simple scene I have: deleted my player and GVR event managers, dropped in the OVRPlayerController, in Player Settings > XR Settings I removed the Daydream SDK and added the Oculus SDK.I go choose Build & Run, but I get the following four error messages:On Android 'Player Settings > Virtual Reality SDKs' must include 'Daydream' or 'Cardboard'.Please fix this setting and rebuild your app.UnityEngine.Debug:LogError(Object)GvrBuildProcessor:OnPreprocessBuild(BuildTarget, String) (at Assets/GoogleVR/Editor/GvrBuildProcessor.cs:54)UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)Error building Player: On Android 'Player Settings > Virtual Reality SDKs' must include 'Daydream' or 'Cardboard'. Please fix this setting and rebuild your app.Build completed with a result of 'Failed'UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)UnityEditor.Bui
Can anyone help me to find the solution?Platform is not currently supported by OVRPluginUnityEngine.Debug:LogWarning(Object)OVRPlugin:get_version() (at Assets/Oculus/VR/Scripts/OVRPlugin.cs:48)OVRManager:Awake() (at Assets/Oculus/VR/Scripts/OVRManager.cs:1080)
I have a problem and can't find a solution anywhere. The problem is that if I move the headset in the game in Unity, the OVRPlayerController does not move. So now if i walk into objects, sometimes I can't move near the object or sometimes I walk into the object...
Hello!So i recenlty had to take the leap to windows 10 and ended up losing everything that made my oculus rift dev kit 2 work. It was years ago i got this thing and i cant for the life of me remember what files and programs i had to have to make it work. Any help and nudges in the right direction would be very much appreciated
What I meant to achieve: I want to add ingame controllers with hand animation (not handtracking, the "traditional" hand). Example:I found this guide / link: https://developer.oculus.com/blog/implementing-quality-hands-with-oculus-touch/ But this guide seems outdated, because the links don't work anymore and I can't find the mentioned example scene in any of the Oculus folders (Unity package).The guide mentioned the "Avatar SDK" so I searched for that and it looks like the "Avatar SDK" is used for network social games and shows a whole body (avatar) etc. so it seems to be something different, because I only want to show the controller with an animated hand and not the whole body and it's also for a simple (offline) single player game. https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-sdk-intro/ So im confused, is there any easy way (prefab or example scene) with the current version of the Unity Oculus package to get the controller and (ghost) hand with animati
When I grab an object inside Unity with the Rift, the object gets placed inside my player character rather than where the hand was.Unity version 2018.4.7f1
I notice when using OVROverlay it is not displaying on the external monitor when playing on Rift. Is there a way to change this?
I am curious about polycounts when using instanced static meshes via packed primitives and how it affects the overall polycount. As an example, I have a plant with a stem, flowers, and leaves. Each flower is the same mesh, each leaf is the same mesh, the stem is a single mesh. As a mesh, it has a polycount of 4,100. Once packed, it results in an archive with 3 packed primitives. As well, everything is colored with vertex colors, so there are no texture maps. This comes in baked as a pre-fab Let's say I add a 100 copies. My question is that in the profiler, I can see the obvious increase in polycount, but my draw calls and texture memory are very low. Can you have 400,000 verts if they are an instanced static mesh with GPU instancing on the shader, even though it exceeds the 100,000 Quest Polylimit?Or is the 100,000 a no matter what limit?Jordan
Hi,I'm developing a game with Unity on Oculus Go. When I use the pause feature of my game, the screen starts to flicker severely.The pause feature is currently achieved by setting Time.timeScale to 0.Has anyone encountered this problem? Or are there any settings that I can try to tweak?Thanks in advance.
I'm trying to set up OVRGrabber/Grabbable, but when the player grabs an object, the object is moved to where their head was but then stays in place until let go. I'm using the latest Oculus SDK. Any advice? I'm new to developing on Unity, so I'm sorry if this is a dumb question.Controllers:Example Object:
Hey allJust wondering if anyone can help/point me in the right direction, working on an app for the Oculus store and i need to get the "reset view" functionality of the Oculus menu working, currently when i open the menu and click reset view it keeps the view the same it was before no does not reset forward. I have tested with other applications to ensure its not an error with my computer.I used to reset it on keypress with one of the f keys using the unity documentation resetview() and this worked, but to be approved for the store i needed to remove this and use the built in functionality. The project has all this code removed so should not be interfering with anything.I assumed that this would just work but i have been struggling for the last few days now. Thanks in advance for any help
Just because the game runs well on my Note 8, doesn't mean it will run just as good on a Note 5. Yet they both use Gear VR, how can I set standards or tell others what to expect?
Hey there,I am new to unity development (previously used unreal engine, but decided to change since it kept randomly crashing), but i got some problems.My hands just do not want to show up.I have tried to add the app id already but this didn't fix it sadly.Plain and simple, the hands just do not show up, did they remove the compatibility with the oculus rift s in unity?
Hi, I wanted to implement handtracking support to my small game, but since my camera and certain gameobjects are not at 0,0,0 and have a rotation of 90, I cant get the hands prefab to work in my scene. I also changed the transform of the hands, but when starting the game on the Quest, the hands are still at the origin and are totally broken.Anyone knows how its possible to use the hands prefab, without changing the whole game positions?Danny
At the moment its really hard to get the Handtracking working in my game, because its impossible to use the hands inside the editor for debugging purposes.I'm trying to use the Ray that comes with the Raytool which is the blue line that spawn from the hands prefab, but I dont know how to access it in my if statement for a Raycast hit in the Update function. I hope anyone can point me in the right direction.
I am making a software for Oculus GO.I did update v1.42 to v1.43.OVR CameraRig's FOV is changed from v1.42OVR CameraRig's Canera position is changed from v1.42I made illustration. Please check it.
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