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Hello! When I attempt to import version 12 of the Oculus Integration, the new assets are not being added to my project. This includes the hand test scene, and the updated OVRCameraRig. When examining the list that is given in Unity of the new assets that will be imported, the new v12 assets are simply missing from the list. I have tried this on a completely new project as well, with the same results (assets added in v12 not being present in the project). I am on Unity version 2019.2.6f1.
Hi,The new Oculus Unity Integration seems to be out on the release page (=> https://developer.oculus.com/downloads/package/unity-integration/ )However, the only downloadable link that they provide is the Asset Store of Unity where it is still the old version (1.42). Has somebody found an alternative download page? When will the SDK be release on the Asset Store ? :)
I'm interested in playing around with hand tracking in Unity. Where can I find that, or does it already come with the Oculus Integration asset?Thanks.
Version 1.42 of our integration for Unity has been released!The Oculus Integration for Unity package adds scripts, prefabs, samples, and other resources to supplement Unity’s built-in support. The package includes an interface for controlling VR camera behavior, a first-person control prefab, a unified input API for controllers, advanced rendering features, object-grabbing and haptics scripts for Touch, debugging tools, and more. For more information, see our Unity Getting Started Guide.You can grab the latest version of our Unity Integration here (through the Unity Asset Store): https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022More information, as well as general known issues with Unity, about this release can be found here.New Features1.42 is a maintenance release. There are no new features in this release.Integration ChangesUpdated the Oculus Unity Integration to 1.42, including:Updated the Audio Spatializer to 1.42Updated the LipSync in
Hello, I am developing an Oculus GO app in Unity that shows a 360 video player. So far I have been using a VideoPlayer that renders to a RenderTexture and a sphere with the Skybox/Panoramic shader that uses the same RenderTexture. It works great for most videos. But some videos with a lot of motion "flickers". I have a video of a skier going down a hill and every time he passes objects close to the camera the object appears twice.I took a photo of one of the lenses in the GO: As you can see you can clearly see two sticks where it should only be one. And when you actually look into the glasses the effect is even more obvious. I have tested with a 4096x2048 video. But it doesn't seem to matter if I use higher or lower resolution of the videos. I think it is more a limit in the way I render the video to the sphere.Now to the question: So I started reading about the OVROverlay today and when I read the documentation it sounded like this could be used to render videos to a sphere with
After updating Oculus, my controllers stopped working in Unity Editor. Builds work fine.I found that I'm still controller state changes, but everything is wrongly mapped so I have my buttons activating other random buttons, triggers activating a different trigger on another hand, etc.
On Oculus Unity Integration v1.43, ONSPAudioSource.cs includes a static method that gets called as a RuntimeInitializeOnLoadMethod and calls platform specific code e.g. OSP_SetGlobalVoiceLimit(ONSPSettings.Instance.voiceLimit)Since this is a runtime init method, it will get called just by the fact that it is present in the project, even if you are on a platform that is not using the spatializer. Please add some preprocessor platform definitions around the contents of this method to handle this.
Been at this for a couple weeks now, so I need help. I have a relatively large app with many features, and recently it started exhibiting crashes, mainly during a new scene load, which made it terrible to track down.I eventually figured out were due to out-of-memory issues. I had no logs saying this, but doing an adb bugreport eventually showed the culprit as lowmemorykiller ending the process abruptly.So using Unity's great profiling tools, I was able to get my RAM consumption down from about 2gb to under 1gb. Crashes seemingly abated. Then I went on with other optimizations, including switching from GLES2 to GLES3+Single Pass Rendering. Now the crashes are coming back! I'm not using any more memory, except possibly for GLES3 itself - the profiler shows 1.02gb in use, 0.76 for unity and 270mb for "GfxDriver".However, I was previously able to have 2gb in memory before crashes before, on GLES2, so why would I crash now at ~1gb on GLES3? Further, the crashes are not consistent - sometime
Below is pseudo-code which demonstrates my desired functionality. The code needs to be placed in on the grabbed object. The part in Bold is what I need clarification on. if (_OVRGrabbable.grabbedBy == "LTouch"){//Do something}EDIT:Solution :Public OVRGrabber LeftGrabber; // Drag grabber to inspector fieldif (_OVRGrabbable.grabbedBy == LeftGrabber){//Do something}
I have two scenes in my build. Scene 1, menu, and Scene 2, game. I have a simple SceneLoader script on a button in Scene 1 which should link it to Scene 2. using UnityEngine; using UnityEngine.SceneManagement; public class SceneLoader : MonoBehaviour { public void LoadScene(int level) { SceneManager.LoadScene(level); } }But, whenever I play Scene 1 in the editor, it automatically skips to Scene 2. Does anyone know why this is happening? Or a better way to change scenes?
My device is Oculus Go but suddenly GearVR or Go = False Quest = TrueUnityEngine.Debug:LogFormat(String, Object[])This message popped up and building is not working anymore. Sad :(
I was wondering how to properly install an obb file onto an Oculus Go device after building. I have tried build and run right onto the device from unity as well as sideloading the apk through adb then dropping the obb file in the proper spot but every time the device does not recognize the obb so it crashes when trying to access a new scene or asset that is not directly in the apk. Any info would be appreciated.
Hi,I want to overwrite the default volume control windows that appears when the volume buttons are pressed.In "Native" I read this : "You may override automatic volume display handling if necessary by setting VRAPI_FRAME_FLAG_INHIBIT_VOLUME_LAYER as an ovrFrameParm flag." But I don't know how to use that from Unity.
Hi, We are developing on Unity 2019.2.X on Rift//Go & Gear VR2. With Go & Gear VR, the unity Oculus Integration 1.43 is completely broken. For Gear VR2 we had to go back to 1.39 for a 'working' plugin, but with this version we had a rendering (flickering) issue. We had to compare 1.42 & 1.39 on an Android Export to finally fix this version. 1.43 was not working for additional reasons and we had to basically use 1.42. Our main issue was (for version >= 1.40) the complete disappearance of launch icon on Android for Gear VR. It was possible to launch the app with adb shell but not from the phone screen icon. This issue was in the gradle generation script of Oculus Integration and it can be fixed:Script : OVRGradleGeneration.cs Line : 199 to 206 Fix : Comment out everything between 199 and 206 : //foreach (XmlElement e in nodeList) //{ // string attr = e.GetAttribute("name", androidNamepsaceURI); // if (attr == "android.intent.catego
I'm using Windows 10.I have installed the Oculus runtime from the site https://www.oculus.com/setup/ and located it on "D:\Oculus".I created a symlink in "C:\Program Files\Oculus".I'm using Unity 2018.3.0f2 Personal, and have downloaded the Oculus Integration asset. I downloaded the Oculus standalone package, v1.3.2. When running the Oculus\Avatar\Samples\AvatarGallery scene, I get the following error:DllNotFoundException: libovravatarOculus.Avatar.CAPI.ovrAvatar_SetForceASTCTextures (System.Boolean value) (at Assets/Oculus/Avatar/Scripts/OvrAvatarSDKCAPI.cs:1053)OvrAvatarSDKManager.RequestAvatarSpecification (System.UInt64 userId, specificationCallback callback, System.Boolean useCombinedMesh, ovrAvatarAssetLevelOfDetail lod, System.Boolean forceMobileTextureFormat) (at Assets/Oculus/Avatar/Scripts/OvrAvatarSDKManager.cs:177)OvrAvatar.Start () (at Assets/Oculus/Avatar/Scripts/OvrAvatar.cs:585)I have read the incompatibility warning on the asset store page, but that's not what's c
Hi, I'm looking for a way to place 3D images in the UI, as you can see in the Oculus Store and Library etc... Of course I also want these to be clickable. :)I can't find this information on the Oculus developer pages or in other tutorials.Does anyone know how to do this?Best regards
Hello!I've recently run into an issue where OVRHaptics is causing my application to drop frames. The issue seems to be OVRHaptics calling a function called Config.Load() every 0.5s or so. The function is heavy and causes a ~10ms spike. I would assume a function like this would only be intended to be called once during a setup or awake.So far this issue is only occurring on a single PC running the project on Rift via the Unity editor. I've been unable to reproduce the issue on my main machine.Anyone have any idea about what's going on?Here's some information about the system in question.Unity Release: 2018.4.10f1Oculus Integration: 1.42.0
Reposted from Unity Forums.Hi,I'm using Unity 2017.2b but this error also occurred in 2017.1. I'm trying to build an APK for distribution in the Oculus store. Signed APKs nowadays are generated using Signature Scheme V2, which Oculus does not support. The Android documentation says that in order to use V1, you must add "v2SigningEnabled false" to your Gradle file.I switched the build system to Gradle, and made a custom Gradle file. Beneath defaultConfigs, I added: signingConfigs { release { storeFile file("myreleasekey.keystore") storePassword "mypassword" keyAlias "MyReleaseKey" keyPassword "mypassword" v2SigningEnabled false } }Gradle complains that it cannot find "v2SigningEnabled". Full error message here.Has anyone run into this before? How did you sign your app for Oculus?
Looking at the OVRGrabbable implementation it seems to me that there is no way to allow an OVRGrabbable to be grabbed only by one (or a set of) give OVRGrabber(s). Is this a feature included in OVR that I am completely missing? It seems pretty basic to me to not be included. I know everything should be hand-side agnostic but forcing the player to grab with one hand OR the other is certainly not a corner case.
I'm developing a multiplayer app for both the Oculus Rift and Quest using Unity, Photon PUN 2 (Photon View, Photon Animator View, etc.), and the VRIK feature of Final IK (from the Unity Asset Store). In terms of humanoid model avatar motions following the player's hand and head motions, for the Rift everything works fine except that the other player's avatar is in its default state (in my case with the arms elevated and extended away from the body) and completely motionless.For the Quest everything's fine for the first player until the second player enters the room, at which point the hands of both players' avatars lock up and can't be moved.Any insight as to how to resolve these issues will be greatly appreciated.
Hi! im trying to test an app for oculus go in unity but when I build up and run in the oculus go pups up an ad that say update in progress and doesnt run. any solutions here?
Hello every one,I want to ask that how to get my Safe Play Area in game?I use unity to develop.I just want to get the center position in safe play area,and notice player to move close to center position.
I'm trying to get exactly the same tick effect in my Unity menus as there is in the native oculus menu system. I have gotten fairly close with very short haptic with a low frequency setting but it still feels "muddier" and less consistent. In the native menu it always seems to feel like a single distinct impulse. Is there a way to achieve this in the latest Oculus integration utilities?
Does anyone definitively know whether the right menu (Oculus) button of the Oculus Touch Controllers is accessible in Unity? I understand this menu button is used for Oculus system-level activities (system level guardian recentering and accessing the application resume/quit menu) but I was wonder if I can augment and/or hijack this functionality with my own functionality in Unity.When I use this API on the right controller, the 'pressed' variable is always false.InputDevice.TryGetFeatureValue(CommonUsages.menuButton, out var pressed) For the left controller, the 'pressed' variable returns accurate values when the left menu button is pressed/released.I've not found documentation on the restricted behavior of the right menu button anywhere.
Hi,I am look for a nice UI guide on how to make buttons and switch between scenes for Unity.I have tried several general unity UI guides (non were for Oculus Go), but my buttons doesn't work and I don't know which render mode to choose.Does anyone have a nice tutorial?I basically only want to know how to make a button that switches between scenes and is possible to activate with the Oculus Go controller. I hope someone can help me.
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