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Im want to play multiple players (ExoPlayer) in my Unity VR app. Single player I am already done. But how can I create multiple players (Android Surface's actually).I know about this functions:OVR_Media_Surface_Init();OVR_Media_Surface_SetEventBase(int eventBase);OVR_Media_Surface_GetObject();OVR_Media_Surface_GetNativeTexture();OVR_Media_Surface_SetTextureParms(int texWidth, int texHeight);But OVR_Media_Surface_GetObject return the same surface for all players.
I Cannot get sound playing with videoplayer in Oculus Go!I downloaded Oculus Utilities for Unity 1.27.0 and added a videoplayer playing in skybox for 360 video.That works. But I cannot get any sound playing neighter 360audio (which is in the video created with facebook encoder) nor simple stereo. Sound is playing in Editor (Mac) though but not on Oculus Go.
Hey,I have simple script which instantiates a cube at the controller's position/rotation. This seems to be working fine at Origin, however, if I were to move my character (using OVRCharacterController), the cube would still instantiate relative to its position in the origin. Is there a simple way around this or do I need some sort of offset?Thanks
Hi,I'm trying out the customHands in the Sample framework of the Oculus integration. "Assets/Oculus/SampleFramework/Core/CustomHands". they work fine and have nice animations. However, now I have this model of a glove that I would like to replace the default mesh with. It has it's own bone system setup with a skinnedmeshrenderer. How would I go about trying to set that up?
HiI'm trying to find a Pinch and Zoom Movement for VR like Oculus Quill for Unity...?and I'm having a hard time locating anything Any leads?Thanks~be
Hello,I am now using a range of virtual reality tools in Unity, and I would like to be able to use Oculus asset to generate 3D models of controllers.However, I can't use the OVRManager script since it interacts directly with the camera. But when the latter is not present the controllers do not appear, what would be the easiest way to make the controllers active without going through this script?
Hi Forum I am developing a physics raycaster from my OVRCameraRig i Unity. I have made a script, and if I change the camera to Camera.main the code runs but nothing happens. I want it to shoot the ray from the OVRCameraRig in the OVRPlayerController, so its visible in VR. Maybe its just a small thing I have to do to make it shoot from the camerarig, but I dont know how to? Can anyone help me? I am not a pro at coding, so please bear with me :) I hope I post it in the right forum
Hi,In the getting start guide it says that the recommended versions are:2017.4.28 LTS or above2018.4 LTS2019.1.2f1 or aboveA couple of things:1. Why is 2018.4 LTS in BOLD? What are the effects of using the other versions?2. Does "2019.1.2f1 or above" mean any 2019 version released afterwards (for example 2019.2), or just 2019.1.X?3. Is LWRP / URP fully supported for Oculus Quest? I've seen some mixed information on thatThank you ^^
I have heard that there is a way to bypass the 'looking for sensor' error when using third party tracking solutions for business development. Can someone tell me how this works? Is it a special build of the Oculus SDK?
I have a problem that I don't know because there are so few people who suffer it too.I am making a game where I need to move an object over the scene from one point to another using code.The problem is that when I see the object move using the VR glasses, I see the movement as with jitter and the faster it moves, that jitter gets worse.Note:I use Unity 2019.1.14The code is very simple:****************************************************************************************public class DesplazamientoPruebas : MonoBehaviour{ public Transform[] puntos; public int contador = 0; Vector3 posicion; // Start is called before the first frame update void Start() { Application.targetFrameRate = 90; posicion = puntos[contador].position; } // Update is called once per frame&n
Hi,how I can port locomotion (teleport) to custom hands? does anyone have any experience?It works well with LocalAvatar, but I need Custom Hands. If someone have tips, please help me.Thank you.
Hello.Are there any developers who send any files from Unity Apps to AWS S3 on Oculus Device?If you are so,please give me a hand.Details as belows.Background:I'm developing an Unity application which records voice and save it into ".wav file", and send it to AWS S3.Now I can see those features on my Unity editor,which runs on Windows OS(also build setting in Unity is Android).But that Unity application can't send ".wav.file" to AWS S3 when I build it on Oculus GO.I check all network settings, SDK settings,project setting, and also there seems to be no compile errors on my App.(Definitely "wav files" are made, just I can't send those files to AWS S3)I want to know:Are there no services that can send to files to the Internet on Oculus Go,Quest devices?If you know about the services on Oculus devices,,and If you have developed Apps like as Apps I developed, please let me know.Thank you in advance.
I have noticed in one of my Unity projects that shaders that have multiple passes defined appear to either not compile or just produce unexpected results on Quest builds. I have a post-process shader I am using in conjunction with Graphics.Blit() to call a specific pass on the shader. I have confirmed that each pass in the shader works when it is the only one present. But when trying to have both and call a specific pass with Graphics.Blit() in a Quest build the screen turns purple as if the shader is not compiling. I have seen other unexpected behavior with different post-process shaders containing multiple passes. I am curious if anyone else has experienced similar issues or has insight on this. Probably worth mentioning I am working with Unity 2018.3.8f1
Hi All,What version of Unity are you developing with? I've been using mostly 2017.3 and almost every time I have an issue is appears that it's something that has been introduced in 2017.xAre people persisting with 2017.x or are they sticking with a version of 5.6.x?Thanks
I'm using the trigger for interaction and thumbstick for movement. When my laser is over an interactable object, both the trigger and thumbstick will activate UI events. Is there an Oculus or EventSystems setting for UI events to ignore the thumbstick? I'm going to try checking OVRInput for the thumbstick when the UI event occurs and see if I can return if that's true.
Hi I'm working on an app where the fidelity of text on textures is really important, so I'm using XRSettings.eyeTextureResolutionScale to bump up the overall scene quality. This is working nicely but obviously has a performance cost. I tried switching it at runtime, so most of the time I'd run at 1:1 texture size, and then switch up to 1:2 (or higher) when the user is viewing a texture containing text. This causes a stutter as the main render texture is reallocated, so it's not really an option.So my next thought was to use a high XRSettings.eyeTextureResolutionScale, and use a XRSettings.renderViewportScale < 1 for normal rendering, then bump XRSettings.renderViewportScale up to 1 for the texture with text case. My understanding of (for example) using XRSettings.eyeTextureResolutionScale = 2 and XRSettings.renderViewportScale = 0.5 is that I'd essentially get native resolution and no performance drop (just losing a bit of texture memory).However trying XRSettings.eyeTextureRes
Hi everybody,I'm making an app for Oculus Quest who need local networking and a broadcasting system... But I have a big problem...I need to use the NetworkInterface and especially the NetworkInterface.OperationalStatus andNetworkInterface.SupportsMulticast. But here is the problem, I can't use these functions. (I also use networkInterface.NetworkInterfaceType and networkInterface.Supports(NetworkInterfaceComponent.IPv4) and it works as expected).When I use logcat with the Quest, I have errors when one of these functions is called :10-22 09:56:18.144 5269 5269 W UnityMain: type=1400 audit(0.0:19): avc: denied { getattr } for path="/sys/devices/virtual/net/lo/flags" dev="sysfs" ino=27775 scontext=u:r:untrusted_app:s0:c512,c768 tcontext=u:object_r:sysfs:s0 tclass=file permissive=010-22 09:56:18.144 5269 5269 W UnityMain: type=1400 audit(0.0:20): avc: denied { getattr } for path="/sys/class/net/lo" dev="sysfs" ino=27754 scontext=u:r:untrusted_app:s0:c512,c768 tcontext=u:object_r:sysfs:
Hi, im having a problem creating a basic application in Unity for the oculus quest.I cannot see my hands inside the application once it is on my Oculus Quest and i cannot move.Here is a list of the steps I have taken: I have imported the Oculus Integration from the asset store. I have added the OvrPlayerController I have added a local avatar to the TrackingSpace inside the OvrPlayerController I have went to build settings, player settings In XR settings i have enabled virtual Reality supported and added the Oculus sdk Removed Vulkan from the graphics API Minimum api level set to kitkatDeveloper mode is enabled on my Oculus quest and when i build and run i am inside the application.The problems are 1 i cannot see my hands, even though i added the local avatar 2 I cannot moveWhen I run the application in unity I get 2 Errors:XR OpenVR Error! OpenVR failed initialization with error code VRInitError_Init_PathRegistryNotFound: "Installation p
- I wasent able to find QUEST in Supported devices for your app section- Also what should I select for Supported Input devices for this app (I only intend to launch for Quest)
We're encountering a bug in VR where areas of the screen around the frame aren't reliable rendering as black.This is visible inside the headset and particularly visible inside the Rift CV1 where it's easy to see past the borders of the rendered frames on the screen.For us this occurs under the following circumstances:- using 2019.2.7f2 (though I recreated it in 2018.3.0f2)- using the Oculus API for VR,- Single pass rendering- Deferred rendeing pass- using Post-Processing 2.1.7 from the package manager- Post-Processing is setup and enabled on the VR Camera- Eye adaptation is enabled in our Post-Process profile- Minimum EV is set to -1- Camera is looking at an area in the scene forcing eye adaptation to brighten the view.I was also able to create this issue by moving my in-game vr camera through an object, artefacts would stay stuck around the border.Is there a work around to this?
I'm attempting to display my UI as a render texture using OVR Overlay. Whenever I assign a render texture in the OVR Overlay script and run, I get the following error "InvalidCastException: Specified cast is not valid.OVROverlay.LatchLayerTextures () (at Assets/Oculus/VR/Scripts/OVROverlay.cs:453)OVROverlay.LateUpdate () (at Assets/Oculus/VR/Scripts/OVROverlay.cs:903)"Normal textures assigned to the script render fine in HMD. Are there any specific settings that the render texture needs to conform to?This is in Unity 2018.4.2f1.
Hey Guys, Sorry for the weird format, I am new to forums in general.I am pretty new to the OVR plugin and pretty new to coding as a whole. So far most of my movement scripts work, so I moved onto a script for climbing.For some reason when I grab onto a climbable surface I can only pull myself on a horizontal plane of movement.This code is roughly based on this Steam_VR tutorial up until around the 22-minute mark. https://www.youtube.com/watch?v=Q8GBfN0M0iw
I have a simple VR environment using the Oculus Integration Package (from the Asset Store), I have everything working except for the controllers showing in the environment. I have watched several videos (including this one) where it appears they simply drag LocalAvatar into the Hierarchy and the hands appear. However, I have tried this several different ways and have not been successful.Here is my current controller setup, however, I have also tried to put LocalAvatar within TrackingSpace child for OVRCameraRig.Any advice would be great.
Version 1.40 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 FeaturesUpdates to the Oculus Quest Mixed Reality Tools package.Added Late Controller Update to OVRManager. pdates the pose of the controllers immediately before rendering, for lower latency betw
Hello, when importing Oculus Integration Package from asset store, I haven't sample framwork (see screencapture).What am I doing wrong??Thanks in advance for the help.
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