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Whenever I try to load the next scene, the game stutters or freezes for 1 second. This is in Oculus Quest. This freezing for 1 second is pretty bad for the eyes in VR.I've been using this function to go to next sceneSceneManager.LoadScene(1);Is there a better way to load the next scene? I have 3 scenes total so far and switching between them sometimes freezes. I wonder if it is a memory issue and I need to preload my scenes into memory first.
Hi Guys,Sorry for the basic question. I've followed the "Build your first VR app tutorial" (not able to post the link, even it's Oculus' link due to forum restrictions...) In Unity game preview everything works fine and I'm able to move the ball using the arrow keys. However, when running in Oculus Go I'm not able to move the ball.Perhaps it's how I'm processing the input? Should the touchpad of Oculus controller place the role of the arrow keys? Or do I need to manage the Oculus controller input in a special way?Thanks.
As of Oculus Integration 1.39 released today (7/26/2019) on the unity asset store, unity no longer renders the an Oculus Quest's player hands when using the default OVRPlayerController plus LocalAvatar combination. There doesn't seem to be an easy way to fix. Any suggestions?
Hi all,Sorry for the noob question. What is the overlay in the picture below called and how can I turn it off in Unity?I turned this on a month ago and I can't remember how to turn it back off.
Whats going on people. I need some help and guidance on a project i was tasked.I figured to come to a forum to ask for help. Im looking to do a basic project for VR. My plan is to create a 360 video and at the end of that video have a menu pop up selecting your next video .Is there a way to do that and what are the resources to create that content. Thank You in advanced.
Hi ,I'm having issues making my avatar appear in unity 2019.2.11f1 with the latest integration. When I attempt to upload a build I get an error saying the app id or app secret is incorrect. I have the ID set in avatars and platform settings that I got from the dashboard. 'ERROR: Error validation application. Either App ID or App Secret must be invalid'. Any help or pointers is much appreciated. update: It seems it was the unity version. Downgraded to 2018 and it works.
Hey fellow developers, I plan on doing an interactive video player in which you can basically walk around and pick up sphere and put them onto your head to start the 360 video. Exactly like that ( I can not post links) the one from oculus connect 3 keynote at minute 17:15 youtube.com/watch?v=hgz0hFokkVw&feature=youtu.be&t=1035But even after a lot of googling I could only find videos of people filling skyboxes, but none has the 360 grabbable spheres integrated. I assume I can do a new material, attach it to a sphere in the scene and then just mirror the image and place the camera inside the sphere. But since it was shown by Oculus on stage at Oculus Connect 3, I was looking for an easier and more proof solution to that. My idea did not work so well at the moment. Anyone having an idea or even an example unity project? Thanks!
I am using the post processing version 2.1.0 and the latest Oculus Integration with Unity from the asset store. Unity version is latest official release, 2018.2.17f1.Extra packages installed:- Lightweight RenderPipeline 3.0.0- RenderPipeline Core 3.0.0- Shadergraph 3.0.0- Post processing 2.1.0- OpenVR 1.0.0More specifically said, we just want bloom to work but we can't seem to do so without having to set the intensity so high that our editor gets whitened out, and only then, you can see a slight bloom effect in the VR.HDR is enabled.
Solved: The method I had for syncing send event to only send every 1/30 seconds was broken but didn't look like it was. This resulted in loads of information being sent instead, about 2 Mb/s or more when I made new objects.Hi, I'm having an issue where it seems that the Quest is prohibiting or slowing down the data I'm trying to send to my server.The reasoning for this is that the incoming data from the server is not slowed down at all, it is all instant, ex. sending data from my computer to the server, and then to the quest, has no delay. While at the same time, sending data from the quest to the server, to the computer, has a very large delay.I've tried a couple of things and ended up with "pinging" System.DateTime from the quest and then printing out the difference on the server console. It's not exact, but it gets the job done. This is where I noticed where the problem was. Sometimes, Aka, when sending very few packages or say, just position, rotation, and rigid-body variables for
I'm working on a quest vr project, and i'm using Oculus Intergration 1.38Recently i have updated the project to the latest unity version.But after a build i get the following error.I tried to renew the manifest, but it didnt work.Anyone know how to solve this?NullReferenceException: Object reference not set to an instance of an objectUnityEditor.XR.Oculus.OculusManifest.UpdateOrCreateNameValueElementsInTag (System.Xml.XmlDocument doc, System.String parentPath, System.String tag, System.String firstName, System.String firstValue, System.String secondName, System.String secondValue, System.String thirdName, System.String thirdValue) (at Library/PackageCache/com.unity.xr.oculus.android@1.38.3/Editor/OculusBuildProcessor.cs:60)UnityEditor.XR.Oculus.OculusManifest.OnPostGenerateGradleAndroidProject (System.String path) (at Library/PackageCache/com.unity.xr.oculus.android@1.38.3/Editor/OculusBuildProcessor.cs:130)UnityEditor.Android.AndroidBuildPipelineInterfaces.OnGeneratePlatformProjectPos
Hi. Are there any plans for supplying Unity Oculus integration via Package Manager instead of the Asset Store? This would have many advantages - like a lot more straight forward way to update/manage the package and the fact that the package manager packages are not stored under the Assets folder and therefore do not clutter your project and version control.
Hey. So when I play my scene in the editor, my characters skinning looks fine. But when I send the build to the Quest I get jagged joint bends, like the Quest is only using 1 or 2 bone skin weighting. How do I build the scene with full skinning? I thought it would be under the Quality Settings, So I changed that to Ultra, but that did work. Any thoughts would be appreciated. Thanks!
When I include the Oculus Platform SDK for unity it has code that forces unity to add the 2 permissions below <uses-permission android:name="android.permission.INTERNET"/> <uses-permission android:name="android.permission.RECORD_AUDIO"/>I can remove the audio permission by modifying some of the code from the Oculus Platform SDK but this is a pain and I would prefer a solution where i do not have to modify the oculus platform sdk.I am unsure if <uses-permission android:name="android.permission.INTERNET"/> is either coming from my code or the Oculus Platformsdk or both.I exported my project to an android studio project so i can manually modify the permissions that unity generates(not an ideal solution)The android studio project gives me a gradle error Caused by: java.lang.RuntimeException: Cannot read packageName from C:\trent\olympia_oculus_go\build\Olympia\src\main\AndroidManifest.xmlGoogling this issue does not have great results.
This should be done quite easily but I could not find in OVR documentation.I want to switch the touch controller model accordingly.Can anyone advice me how to make it work?
Is there a way to add mesh colliders to the OVRPlayerController hand components? I'd like to have very accurate collision detection for them
*Edit* This problem is not valid anymore.
I've been using the Button.One (etc.) Events for an application for a while but want to switch to the Raw Events because it's essential that right and left controllers don't switch. I'm getting events for all buttons, triggers and thumbsticks but not for X and A. No RawTouch events either. The Buttons work in Oculus Home, but the buttons aren't even animated in my Unity App. I'm using the latest Oculus integration plugin and software and Unity 2019.2.0b1. I'm using a class for Input handling with code like this:if (OVRInput.GetDown(OVRInput.RawButton.A)) { if (logging) Debug.Log("Button one"); if (OnButtonOne != null) OnButtonOne.Invoke(); }Any ideas?
Hi.I am developing a business application in Unity that plays pre-loaded videos. When the user takes off the headset it resets itself so when the user puts the headset back on, playback is restarted.The issue is when you take off the oculus go a countdown begins where after 20 seconds it goes to the re-calibrate screen. This gets in the way significantly since we want the experience to seamlessly begin after the headset is worn without faffing about with the controller. From what i can tell this overrides the android api so i cannot use wake lock.Is there any way to disable the activation of the calibration screen?
I am trying to build and run the social starter on the Oculus Go, 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 (Sys
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)
Hi, I have a project running in android for oculus go in development phase using oculus integration SDK for unity. When i switch platform for ios to build an application to be played on oculus go for iphone, i cannot add VR supported device in project settings. There are only two options in XR setting Vr supported devices which are cardboard and none. Please let me know if i can build an IPA(ios build) for an iphone and can run oculus go applicaiton on it. Thanks in advance
Using SDK : Oculus Integration for Unity - 1.41Using Game Engine : Unity 2019.2.11f1Using devise : Oculus RiftI'm thinking of showing different content on the left and right eye displays as the title says.Is it possible to achieve using OVRCamerarig?The reason for displaying different content for the left and right eyes isTaking panorama images using two RICOH THETA, I plan to split the two shot images into two spheres in Unity and display Sphere 1 on the right eye and Sphere 2 on the left eye.
I'm developing a multiplayer VR app in Unity with Photon. I want to have background music which is in sync for all players. But what's happening with what I've tried so far is that the music starts from the beginning for each player as they enter the game. So for example if the first player to enter is at 30" into the music (having started at 0"), the music will continue playing from 30" for the first player but from 0" for the second player. Instead I want the music to be playing at 30" (or whatever the time is for the first player) when the second player (and third and fourth, etc.) enters. Can anyone assist?
Hi all,We're getting an issue where our app crashes on quit. The error log shows: "AudioPluginOculusSpatializer.dll caused an Access Violation (0xc0000005) in module AudioPluginOculusSpatializer.dll" (full error log attached)Have tried removing and re-importing the Audio Spacializer plugin with a freshly downloaded copy from the oculus site. Over the course of the project, the problem has been intermittently rearing its head and then mysteriously going away again, but currently every build we do is affected.Is there some clean way of shutting down the spacializer plugin that we should be doing on quit?Any other ideas?Thanks!
Hi,I'm having lots of problems with the height tracking in Unity on the Quest.The tracking is often off due to the Quest's built-in system, when I quit my game, the environment is off.However sometimes in the problem clearly resides in Unity and when i quit the Oculus environment is correct. In Unity the y-axis zero point seems 1-1.5 m down.I'm using OVRPlayerController, in OVRCameraRig I've set the tracking origin type to "stage", which works about half the time.Anyone else has struggled with this or found a solution?Thanks!Isjtar Unity 2019.2.2
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