Unity Development
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Hello!We are implementing a virtual keyboard for the oculus go using Unity's Native UI system (UGUI). We've modified OVRInputModule to support the Oculus GO controller and we are able to interact with UGUI elements. Our problem is, whenever you click an input field it shows a native android input field, which in VR, looks like a white bar at the bottom of the user's view.What is the recommended approach on how to 1) not have the native android input field show up, and 2) have the input field behave as it would in a desktop VR application.
Hello!I have issues with the following manifest permissions, which I don't need or use in my app:android.permission.RECORD_AUDIOandroid.hardware.microphoneandroid.permission.READ_EXTERNAL_STORAGEI've overcome this by selecting skip permissions = true;This solves the issue but created a new one. I need the ACCESS_FINE_LOCATION which became also unavailable because of skip permissions.What can be done to properly set the manifest with the right permissions?Thanks!
Pushing play on any of the demos scenes in the unity sdk will open the Oculus app, if you close it at any time unity will crash about 25-30 seconds later.I know you get a warning saying it will close any app your running in vr but why does the unity editor crash!? Looking at the crash log you get the error "The thread tried to read from or write to a virtual address for which it does not have the appropriate access."ThanksSteve Collins
I am trying to figure out how to get the information from the analogue so I can register footstep sounds by the amount of which the player is moving. I don't want the steps to be inconsistent so I want the sounds to slow down or speed up depending how much the player is moving the analogue. I have no idea on how to write the code for this. Can anyone point me in the right direction?
I'm in Unity 2019.2.12f1 using Oculus 1.43At seemingly random times the lights in my scene flick off in just the left eye. The lights are marked as mixed and baked.I've replaced the OVRCameraRig Prefab and believe it's back to the original settings.I've gone and made all the lights set to Important (I had read on the internet that would keep Unity from culling them out; but no effect.Any ideas on what could be causing this and how to fix it?Thanks!
I'm working on a project for both oculus (OculusGo and GearVR) and cardboard platforms.When I build for oculus paltform I can run the app with no problems.When I build for cardboard I have no problem, but after installing, the icon doesn't appear in the Android app page, but only in the Cardboard application. In addition, if I run it from there it starts as GearVR app, showing the message which says to insert the smartphone in the GearVR.I'm using Unity 2019.2.14f1 now, but this problem appears when update OVR integration SDK from v1.39 to any newer version (1.40, 1.41, 1.42, 1.43), regardless the unity version.I didn't change any settings, just update OVR integration SDK from asset store, importing just Platform and VR folders, since I'm not using other features. Before importing the SDK I first remove the old one.My settings for Cardboard build are the following:- OVR plugins disabled- Oculus -> Tools -> "User required project settings" is unchecked- XR settings -> "Vir
Hi there. I am trying to use the following technique to mask an object:https://answers.unity.com/questions/316064/can-i-obscure-an-object-using-an-invisible-object.htmlThis works beautifully in the editor, but when I enter VR my masking object is black.Here is the set-up in editor (I am using a cube to obscure the hexagonal shaft here)...Here it is in the editor with the game running (working fine - shaft hidden)...And in VR (mask object is black)...I am guessing this has something to do with depth buffers or single-pass rendering...Any suggestions would be most welcome!Thanks,Dan
Developing for an Oculus Quest using Unity 2019.1.8f1 and OVR Android 1.36.0.I'm trying to make a portal effect using a RenderTexture applied to a quad; however, when I play this on the device, the wall that the RenderTexture is displayed on jitters. When I test the scene in the player, the texture is perfectly aligned, so I was wondering if Asynchronous Time- or Space-warp are causing this jitter because the depth buffer shows a wall while the color channels show other geometry (e.g. a hallway). If this is the problem, is there a way to "fake" the depth buffer by overwriting it with the depth buffer from the RenderTexture? Or, in the worst case, disable ATW or ASW?
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I'm close to completing my first Gaze and Click simulator, which simulates an interview with two virtual personalities. The game was made with Fungus, a free visual flowchart creator from the Unity asset store.In the editor I can choose my option with the gaze pointer and select it with the A button on the right touch controller. When I build my game, the gaze cursor no longer appears, and I cannot select anything. I'm a 3D artist by trade and my coding isn't very strong, so I have trouble figuring out what the issue is.Game Engine: Unity 2018.4.4f1Oculus SDK: Unsure?Output log crash report:Uploading Crash ReportNullReferenceException: Object reference not set to an instance of an object at System.Runtime.InteropServices.Marshal.WriteInt32 (System.IntPtr ptr, System.Int32 val) [0x0000d] in <1cc141e219f7479c97cfdd69a39cd92f>:0 at Oculus.Avatar.CAPI.ovrAvatar_UpdateGazeTargets (ovrAvatarGazeTargets targets) [0x00001] in D:\GAMES\HappyFunTimeForOculus DRAFT 2\Assets\Ocu
"Could not read from encrypted package file."This happens when attempting to download/install from asset store. Tried on two different PCs and into empty projects. Happens the same.
Hi, I'm using Unity 2019.2.1f1, Rift S, Oculus integration v1.41As i understand this test, the application should keep rendering in the background of the oculus dash, but ignore controller input until focus is returned.What specifically should I be doing to pass the VRC test? How is the automated test result being determined? If i follow the directions for manual testing, everything looks okay, I can see my game rendering behind the dash. However if I look through the hmd while the VRC automated test runs, the view returns to the blank grey construct during the test, and i cannot see my game rendering behind. Again, what in unity should I be doing or not doing in order to pass this test? I'm using a slightly modified version of the default OVR camera rig prefab, just a few of my own scripts attached on top. I tried making a build of the unity sample framework scenes, but that build also fails the automated test.
Why did Oculus just update drivers now lost the link quest to rift content. How do I load old drivers?
Hello,I'm facing a problem that I can not really debug, and I feel like I'm missing some crucial step in building for Windows. So any insight would be much appreciated. I also asked the identical question over at Rift board, so I apologize for duplicates. But I just realized Unity Development is the correct place, not Rift.Basically, when I run any game that I'm building in the Unity editor it works just fine. But when I export the game as an exe and run it from there, within seconds, the frames start cascading down, getting squished vertically and leaving jittery trails at the top.- The version of Unity is 2019.2.9f1, with Oculus Integration Asset from the asset store, v1.43- The headset is Oculus Rift S and- The monitor is running at 2560 x 1440 resolution.I captured a video of what it looks like, but apparently I can't attach links yet. So I made a low quality gif which essentially shows what's going on:Has anyone else encountered a problem like this? As I said it seems like I'm mis
I'm having trouble getting the GearVR controller to work in the Unity Editor.Here's my basic script (attached to a simple GameObject):```using System.Collections;using System.Collections.Generic;using UnityEngine; public class Wand : MonoBehaviour { void Update() { transform.rotation = OVRInput.GetLocalControllerRotation(OVRInput.Controller.RTrackedRemote); }/* ALTERNATIVE: public Transform controller; public static bool leftHanded { get; private set; } void Awake() { #if UNITY_EDITOR leftHanded = false; // (whichever you want to test here) #else leftHanded = OVRInput.GetControllerPositionTracked(OVRInput.Controller.LTouch); #endif } void Update() { OVRIn
I have noticed severe performance drops from hitting the home button in an app and coming back to it by hitting resume on the Oculus Go. Another weird issue is that it fixes itself if these steps are repeated again. This was repeatable on an empty project with an empty scene (only had camera and light) without the Oculus SDK.1. Open app2. Hit the home button once fully loaded3. Hit resume on the app paused screen4. Framerate will be lower than it was before. This varies depending on how many objects are being rendered in a scene, and is not really noticeable in an empty scene until the profiler is used, since it still seems to hover around 60 or slightly below. This happens in 3 different projects set to non-development build with varying amounts of objects and Unity 2017.4 versions, and happens on the latest 2017.4 build. Earliest tested build that has the issues is Unity 2017.3.0f32017.4.34f1, empty scene, cube, and simple canvas, project default settings, Single pass (stereo vs
i am using unity 2019.3 and the new XR options provided for this. However i dont see any of the XR components and examples i was shown in a recent oculus Unity video. Has anyone any ideas how to get these example intractables for unity 2019.3?
Dear Oculus community,I've added an entitlement check to my GearVR application (Script in opening scene, app ID referenced in platform settings etc.) and when I run it in the Unity editor with debug it shows the entitlement check working in the console and runs fine (I have 'standalone' checked in the inspector panel on platform settings). However, when I build to my s8 it crashes on startup, just a second or two after the splash screen has loaded (presumably because it's deemed to have failed the entitlement check). Is this to be expected, considering the app is still in the submission phase?
var sliderPrefab = DebugUIBuilder.instance.AddSlider("some label", 0.1f, 30f, delegate (float f) { SliderAction(f); }, false);sliderPrefab.GetComponentInChildren<Slider>().normalizedValue = 1f; // <<- this is culprit//sliderPrefab.GetComponentInChildren<Slider>().value = 30f; // <<- this also crashescrashes unity editor (2018.3.11f) and Android build for Quest with latest integrationany ideas on how to do this? Can anyone else reproduce it?
What is the math formula for converting Hz to Unity's Time - Fixed Timestep?The problem I am solving for is to stop the jitters on my Physics Rigidbody pinball, the jitters go away when I sync the correct timestep value for the specific device Hz.My plan is to query the headset type and then set Fixed Timestep to a value for that headset's Hz.Go 60 Hz = 0.01666Go 72 HzQuest 72 Hz Rift 90 Hz = 0.0111Rift S 80 HzThanks,Steve Hinan - METAL MULTIBALL
I recently switched my project to use the oculus unity tools distribution through the Asset store. In preparation for this, I removed all previous dlls and files related to unity tools and the platform sdk. After importing the store version of the sdks and building a GearVR application, I am now seeing the following error in the logcat for my application. I am using Unity 5.6.2p2, with android tools 25.2.3 to build the application. I have also instructed Unity to use OVRPlugin v 1.14.1.07-26 15:58:45.129 17712 17731 D Unity : Unable to lookup library path for 'ovrplatformloader', native render plugin support disabled.07-26 15:58:45.129 17712 17731 E Unity : Unable to find ovrplatformloader07-26 15:58:45.140 17712 17731 I Unity : DllNotFoundException: Unable to load DLL 'ovrplatformloader': The specified module could not be found.07-26 15:58:45.140 17712 17731 I Unity : at Oculus.Platform.CAPI.ovr_UnityInitWrapper (System.String appId) [0x00000] i
I am trying to build and run the social starter, but the sphere is always black. When I checked by log I see...07-13 21:16:31.681 5083 5099 D Unity : Unable to lookup library path for 'ovrplatformloader', native render plugin support disabled.07-13 21:16:31.681 5083 5099 E Unity : Unable to find ovrplatformloader07-13 21:16:31.738 5083 5099 E Unity : DllNotFoundException: ovrplatformloader07-13 21:16:31.738 5083 5099 E Unity : at (wrapper managed-to-native) Oculus.Platform.CAPI:ovr_UnityInitWrapper (string)07-13 21:16:31.738 5083 5099 E Unity : at Oculus.Platform.AndroidPlatform.Initialize (System.String appId) [0x00019] in D:\My Documents\OculusGoTest\Assets\Oculus\Platform\Scripts\AndroidPlatform.cs:16 07-13 21:16:31.738 5083 5099 E Unity : at Oculus.Platform.Core.Initialize (System.String appId)
I override the GrabBegin from OVRGrabbable and try to detect whenever user grab an object but it never print to console. I am not sure why it is behaving this wayoverride public void GrabBegin(OVRGrabber hand, Collider grabPoint) { base.GrabBegin(hand, grabPoint); Debug.Log("Begin Grab"); }
Not valid anymore
I'm having a problem with builds that use OpenVR running through Steam where Oculus Home launches and the game appears on the desktop screen but not in headset. Other games manage not to cause Oculus Home to launch when running on a Rift/Rift-S, but for some reason mine always does. I've tried going so far as to remove Oculus from the supported APIs list prior to making a build, as well as removing all Oculus .DLLs (except the spatializer) from the Plugins folder of the built player. But there's obviously something I'm still missing. Can anyone help shed light on what might be happening? As another clue, when this happens, the Oculus dashboard usually shows this "white mountain" looking icon, and if I tap it in headset, then it will actually switch over to Steam VR and start working. But most users don't know to do this, and other games manage to work on Steam VR without this happening. I've attached a screenshot of the dashboard icon in questi
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