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Soft question to the community here:I am creating an experience that involves a good deal of social interaction and I was trying to use expressive avatars with mouth movements on Oculus Go. Intuitively I imagined this would be too heavy but figured I'd give it a shot. Looking at the profiler, the expressive avatar phenome analysis call (ovrLipSyncDll_ProcessFrameEx) takes up a great deal of DSP CPU. And that call is out of the realm of my optimization because its in a dll. Essentially making expressive avatar phenome analysis unusable on Oculus Go.My question is: Am I right in thinking that voice and phenome analysis with expressive avatars is just too much for Oculus Go right now? Is there an alternate path forward? Is there a way to optimize this so it's possible? I'm trying to get at least 5 avatars in there, it currently works at frame rate with 1, maybe 2.If you've worked on getting expressive avatars into your Oculus Go project, let me know!
Using Unity 2019.2.5f1 I cannot get the Oculus Avatar hands/skinto render semi-transparent the way they used to. They render solid opaque grey.This problem is both for Oculus Rift and Quest. I amfocusing my testing on Rift because it was always working fine in my previousdevelopment, whereas I am just getting going on Quest.I have tried both the legacy renderer in Unity and also the LWRP(URP).I am testing on the LocalAvatar scene in Oculus/Avatar/Samples(and I have tried other test scenes). With Clean install of Unity and Oculus and Sample Framework etc.OvrAvatar has an option "Use Transparent Render Queue".This is ON (and Unity restarted as required). Details:Unity version: 2019.2.5f1Oculus Desktop plugin: 1.38.3 (also tried 1.38.2)Stereo Render Mode: Multi-pass I am having the same problem in Unity 2018.3.8f1Suggestions anyone???
Dear Pro-Developer,we're developing an Rift VR-App using Unity 2017.3.1 and discovered an issue when Rift is not mounted (not in use).The normal (Rift mounted) CPU/GPU (GTX1070) is 10/8%. The Standby-Load (Rift UNmounted) pushes the CPU/GPU load to 38/40% () !We discovered that the reason for that is, that unity is rendering (~90fps) in normal mode, but ~1000fps in standby mode which causes the high CPU/GPU load.We tried to fix that behaviour with "Application.targetFrameRate" but this won't work if VR is active in unity :-((The issue happens with Oculus Integration AND native Unity with different unity versions 2017.2.* 2017.3.*.Any idea how to fix that? (The system is running for several ours and is in standby 70% of the time)Thanks in advance and best regardsMario
Hello, I am using Unity 2019.1.14f1 and the latest Oculus integration from the asset store to run the VR samples from the asset store on my Gear VR using the Samsung Galaxy S6 phone (Android 6.0 API level 23). I have used the following guidelines and managed to deploy for example the shooter 180 VR application onto my phone. https://www.unlockunit.com/blog/using-unity-gear-vr-development-beginners-guide/https://developer.oculus.com/documentation/unity/latest/concepts/book-unity-gsg/Unfortunately, I can see that the application was installed right in the preferences -> applications of my phone, but there is no application displayed on the dashboard to start the VR application. Even when I wear the HMD the application doesn't launch itself. In addition, I have tried to edit the AndroidManifest.xml like the following guide shoes, but the problem still remains:https://docs.unity3d.com/Manual/android-manifest.htmlI am struggling with this problem 2 days so please if someone can help
Hi, Happy Update OVRLipSync! I was looking forward to this, because it supports iOS.At once, I integrated OVRLipSync on my Unity iOS project.It worked fine with Unity Editor and iOS device.And then, built for distribution on Xcode, and upload to Apple server with clicking "Distribution App" on Xcode Organizer.After that, error occurred thatApp Store Connect Operation ErrorERROR ITMS-90171: "Invalid Bundle Structure - The binary file 'XXXXX.app/libOVRLipSync.dylib' is not permitted. Your app can’t contain standalone executables or libraries, other than a valid CFBundleExecutable of supported bundles. Refer to the Bundle Programming Guide at https://developer.apple.com/go/?id=bundle-structure for information on the iOS app bundle structure."What should I do for this error?
Hello, i'm trying to start developing for quest, i have my quest set up with dev mode and everything, and i'm on unity 2019.2 with OVR installed and enabled in player settings. i'm trying to build the sample scenes via the OVRBuild thing in the oculus menu but i;m encountering various problem that i can't seem to solvefirst of all i tried building the locomotion scene, it kinda works but i can't see my hands or controller in the game, and teleporting doesn't seem to work at all, the only thing that seems to work properly is free joystick movement, same applies with the avatargrabber scene, i can't see my hands, however here the grabbing seems to work even if my hand is invisible, i've also tried building all the sample scenes, with "startingscene" first, however when selecting a new scene, from the startingscene menu, i get the loading screen and then the app crashes.the only scene whwre i can see my hands is the customhands one, but i still feel that something isn't working.I've
Tried submitting this as a bug on the developers site but it's getting no attention there.Having an issue where an app will flicker while the HMD is in standby. Was able to fix it by renaming the .exe and data folder to anything else.Browsed the store for other apps with the same issue and was able to find multiple apps that have it still like AltspaceVR which can also be fixed with the same workaround. Was also able to find apps like Inception that don't have the issue but when they are renamed to match a problem app (i.e. AltspaceVR.exe) they will start to flicker.Is there a proper fix for this?
We've been using Oculus Legacy Cloud saves for the past couple of years on different games with little to no issues.Recently though we did our first Free to Play weekend. One player during the free weekend had no issues with saves during the event but after purchasing the game at the end of the event they have been unable to save. Looking at their output logs they are receiving the following errors:Oculus.Platform.CloudStorage.LoadBucketMetadata("Saves");- This call is returning the following error: request_bucket_metadata_cb failed (1971005)Oculus.Platform.CloudStorage.Save(SaveGameData.OculusPlatformSaveBucket, SaveGameData.oculusFileName, SaveGameData.oculusData, 0, "");- This call is returning the following error: notify_write_cb failed (1971005)We are unable to replicate these errors on our end so were wondering if it could be related to the Free to Play weekend. It may just be an issue specific to the player's system but we're unable to find anything in the Oculus docum
As well known, 1.40 has annoying bugs, most notably that teleportation goes backwards etc. When can we expect an update of the SDK?
Hello,Apologies if this isn't the correct Category, but we are building with Unity so it seemed the most relevant.Some time in the last few weeks (sorry for ambiguous time window, I had a different focus) our Unity game now crashes when attempting to profile in NSight Graphics. Attempting to profile against an old build exhibits the same behaviour, so it looks like something that was introduced externally. I've tested against a blank project and a non-VR build will connect to NSight correctly, but will CTD if the Oculus SDK is enabled.I'm posting here because I suspect an Oculus update may have introduced this issue. I have since updated NVIDIA drivers in an attempt to mitigate.Current Stats:Attempted Unity Version: 2019.2.3Oculus Runtime Version: 1.41.0.295808NSight Versions 2019.4 & 2019.5.1NVIDIA Driver: 436.48Here is the stack trace from our crash log:0x000001C844C977D0 (nvwgf2umx) NVAPI_Thunk0x000001C84450CC95 (nvwgf2umx) NVAPI_Thunk0x000001C84450CFE6 (nvwgf2umx) NVAPI_Th
Using: Unity 2018.4.1 LTS & Oculus GOI am using a gaze pointer to interact with Unity UI.This is supposed to happen when you pull the trigger, exactly how I defined it in my script: a swipe left or right on the touchpad of the go-controller however triggers clicks as well. I did not define this myself, it's just a thing that happens and I can not figure out how to work around it.I found and fiddled around with solutions proposed in this thread and this thread.However, none of these solutions provided me a way to get rid of these swipe clicks while keeping alive index trigger clicks.My Input Manager (Index Trigger Interaction with UI seems to happen in OVRInputModule): private void Update() { if (OVRInput.GetDown(OVRInput.Button.PrimaryTouchpad) || OVRInput.GetDown(OVRInput.Button.Two)) { ToggleVidInterface(); } if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) { Start
Today i saw a talk at Unite Copenhagen about great performance improvements using Data-Oriented Technology Stack (DOTS). http://youtu.be/yTGhg905SCs I wonder if anyone has already applied this for VR development in combination with Oculus Intergration?
Hey guys, I am a new VR Developer and am making a game with a punching bag. Everything was working great, however, when I added another scene to the build, everything broke. I was only able to use one controller at a time (and the controller would switch if I interacted with the opposite one), I was no longer able to move well because the joysticks had to be constantly pressed in order to update, and even worse, any time there are any collisions, the entire game crashes. Please help!
Is there any easy way to find the forward 'body' vector? You know, kinda the way your chest is pointing (not your head). Worst case I suppose I could get the perpendicular to a line connecting the two hand controllers. But seems like this should already be an available thing somewhere (OVRPlayerController or OVRAvatar or something)
Hello,I urgently need to access to touch controllers battery level from Unity, i know it's available somewhere because we can see the battery level in the Oculus Software, but I tried several ways and no method works:1) In Unity, use Oculus Utilities asset's OVRInput.GetControllerBatteryPercentRemaining() method:It returns 0 and the method's summary says "Retuns the battery percentage remaining for the specified controller. Values range from 0 to 100. Only applicable to controllers that report battery level, such as the GearVR Controller. Returns 0 for controllers that do not report battery level" so i concluded that Touch Controllers don't report battery level to OVRInput.This person has the same problem : https://forums.oculusvr.com/developer/discussion/69979/oculus-go-get-controller-battery-level and Oculus given no answer.2) In Unity, use the OpenVR.System.GetFloatTrackedDeviceProperty() method as it's adviced here: https://answers.unity.com/questions/1478339/g
I'm trying to use an app to launch another app using the following code.AndroidJavaClass up = new AndroidJavaClass("com.unity3d.player.UnityPlayer");AndroidJavaObject ca = up.GetStatic<AndroidJavaObject>("currentActivity");AndroidJavaObject packageManager = ca.Call<AndroidJavaObject>("getPackageManager");launchIntent = packageManager.Call<AndroidJavaObject>("getLaunchIntentForPackage",bundleId);ca.Call("startActivity", launchIntent);I'll call this app the launcher and the other apps are games.I can launch games from the launcher correctly, however I noticed the launcher app will still have a running instance (when returning from games and loading through Oculus home menu). The Oculus Quest basically only allows you to run one app at a time, which confuses me. Using the same code, I can load the launcher where I left off with no problems. But once I've launched a game, return to the launcher, then try to launch the same game, it says "AppName has stopped". I think the
I'm building a quest app in Unity 2019.2.7f2 with the latest Oculus integration, and when I build the Oculus store app opens on my PC. If I close the store app while building, the build crashes. Is there any way to prevent this?
I was trying to get Axis2D from Oculus Go touchpad.By using OVRPlugin.GetControllerState((uint)OVRPlugin.Controller.RTrackedRemote),there is no selection for RTouchpad, anyone knows why?There is only selection for RThumbstick which is not for Oculus Go.I am able to get Axis2D by using below method,OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad).x or OVRInput.Get(OVRInput.Axis2D.PrimaryTouchpad).yBut it requires calling OVRInput.Update(); in every frame.I am using below versions,1. Latest Oculus Integration (1.40) from Asset Store2. Oculus App Version 1.41.0.295808 (1.41.0.295808)
I'm running Unity 2019.2.4f1 with Oculus Integration v1.40. Android SDK and NDK are installed. I've followed the getting started tutorial and am receiving a error during the "Building Gradle Project" step. A dialog is displayed with the following error: "Could not resolve all files for configuration ':_internal_aapt2_binary'. See the Console for details."Can someone point me in the right direction for how to resolve this?
yo,I can't seem to get the custom hands to work properly with the OVRPlayerController.The Hands seem to follow the rotation of the headset, but compounded by a factor.Is this related to the "Unity has a known issue such that parenting one VR camera to another will compound tracking twice. As a workaround, make them siblings in the GameObject hierarchy." issue?There's no way I can unparent the OVRPlayerController and the OVRCameraRig without the controller breaking.How the heck are you supposed to use the player controller with custom hands? I don't want to use the avatar hands as I'm replacing them with different models.
Hi.. Can some please help me with some information..I am unity game developer and I am right now making a game for oculus go. I want to know is it possible that I can use database services by using any server (or specific) in my game where I can upload/download data from my database. I hope I made my question clear. Looking forward to your response.Thank you.
Has anyone had any luck with any existing water shaders working in Single-pass forward rendered VR?None of the asset store packs we have bought or water shaders from our other projects work on the Oculus Quest/Go/GearVR :(Some come close to working but often one of the reflections in the left or right eye is mirrored or offset so it looks disgusting - see the example belowWe are running out of options for environments that use water :(
I have imported the Oculus Integration from the Unity Asset store. I have instantiated the OVRPlayerController and placed the LocalAvatar in TrackingSpace. When I run the application in play mode the avatars hands do not appear. I have also tried the instructions listed here: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity/?locale=en_US#adding-an-avatar-to-the-scene dragging the LocalAvatar directly into the hierarchy window. Again the hands do not appear. I know the remotes inputs are working because I can start the application from the controller. Also I do not get any errors or messages from Unity. Any help would be greatly appreciated. Side note: I have tried restarting both Unity and Oculus multiple times, and have reimported the Oculus Integration from the Unity Asset Store multiple times.
HiI built the Unity Oculus SDK example scenes in a brand new Unity project. In the locomotion example I experience on the Quest that, while I point at a point forward, i get teleported to a point exactly behind me. As if the position is mirrored with myself as the mirror point. What is going on? Why does thee example not work properly? I did set Oculus Quest as my device.
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