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I'm trying to get an existing project running on the Quest, so I'm pulling in the latest Oculus Integration from the Unity asset store, and I'm getting a number of errors in the Avatar/Samples/SocialStarter folder (see below):https://imgur.com/a/JWFwgdAI can get the project to build by deleting the scripts for that sample, but if I do so, my simple test scene with the OVRCameraRig (set to Quest) and a few props fails to build, with these errors:https://imgur.com/a/9dIWugiThe most notable error seems to be an argument out of range exception for "length" in OVRADBTool.cs:124This leads me to believe that something more fundamental is wrong and deleting the scripts that are throwing errors is just papering over the issue. I've reinstalled the oculus integration several times, and rooted out all the old oculus files (the old lip-sync standalone folder, the stuff in plugins, etc) to make sure there aren't old resources hanging around messing things up. No dice.Any idea what might be causing
HiI built the SDK examples and have been trying the teleportation (aka locomotion scene). However, when I teleport I get placed in a completely different location than the one I select, and I often get placed outside of the example scene's mesh. So then I fall.. Indefinitely.. until floating point errors tear my soul apart. So question is: how can I fix the teleportation? :)
I have an object as child of RightHandAnchor. As I move arround the playercontroller the object changes it´s relative position.WHY?
I am testing on a GO.There is a million combinations to make it wrong. What parameter is doing what?I have "reset" the values and it is no not moving at all. I tried an acceleration of 10. That was the only time I could get it to move, but way to fast. Lower value makes it not move at all.I know I can simply write my own script and will be done in 5 minutes, but I cannot believe, that these ready made things are worthless. And as well I do not want to run into "different controller" issues.So, is there hope for these components?
in may 2019 mconte wrote:"improving iteration time natively on-device is one of our top priorities this year (once we get the hardware out the door!). I don't have anything i can talk about right at this moment, but we are heavily focused on making this more palatable during development. There's a lot of tips and tricks we'd like to share once things go public, and the forums are a great resource for things like working around long shader variant compiles. We're working on it!"is there any news on that?
Attaching the screenshot of the error with all details. Any suggestions on how to resolve?
Hello everyone,the DebugUI scene is not working with the Touch controllers of the Rift S. The controllers and the LineRenderer shows up but nothing happens if I press the index trigger. If I manually check the index trigger and press it, it recognizes the click.Does anyone also have this problem? Can anyone help me?
I'm a bit frustrated that the hand controllers stopped working on Rift S And Oculus Quest in Oculus Integration 1.39 and it's still not working in 1.40. I had to revert back to 1.38 to get it working. How could you let this get pass QC ?Best
Hey there.I'm trying to get input from the Vive controllers following this guidehttps://developer.oculus.com/documentation/quest/latest/concepts/unity-cross-platform-devTracking works nicely for headset and controllers.Both openVR and OVR are added to the Unity XR settingsbut somehow I only get "false" when polling buttons even though the controllers are detected nicely OVRInput.GetConnectedControllers() report LTouch ,RTouch or both TouchI've tried these methods OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, OVRInput.Controller.RTouch);OVRInput.Get(OVRInput.Button.PrimaryHandTrigger, OVRInput.Controller.RTouch)I'm a bit lost.Simon
Hi guys,I am trying to publish my app and it fails due to This app uses permission(s) that are not compatible with this device: android.permission.VIBRATE.My Android manifest doesn't enable Vibrate features nor does any of my code. I do have some plugins I downloaded from the Unity store and I have looked through all the scripts in those and can't see that Vibrate features are being used anywhere.I am using...Unity version: 2018.2.13f1Oculus SDK version: 1.39Is there a general place in the Unity settings where I can disable this or will it definitely be a reference in the code somewhere to a Class that is using Vibrate features?Just so stumped at this point.Thanks for any help!Cheers,Hendrik
I've been trying to figure out how to implement a drawer. I was able to solve this using VRTK, but I would like to know if it is possible to do with the Oculus SDK. What I have run in to can be seen in this video. https://www.youtube.com/watch?v=VXUo94cvaZc and I believe it's because the OVRGrabbable script makes the hand the parent of the object, allowing it to rotate, while the RigidBody has kept it locked on the X axis. If someone has an example or a tutorial of how to do this, I'd really like to see it.
Is it possible to grab objects with an Oculus Remote instead of the Oculus Touch controllers in Unity ?If yes, how can I do it ?I'm using an Oculus Rift.The version of Unity that I'm using is : 2019.2.5f1
Hi all,I'm trying to understand how OVRCameraRig gets the headset position. I'm doing this out of curiosity, I don't have a particular objective in mind outside of getting a firm understanding of the SDK. It seems the OVRCameraRig scripts gets the position values by calling OVRNodeStateProperties.GetNodeStatePropertyVector3(). The OVRNodeStateProperties class is defined in OVRCommon.cs, and contains the following code to fetch the headset position:case NodeStatePropertyType.Position: if (OVRManager.loadedXRDevice == OVRManager.XRDevice.Oculus) { retVec = OVRPlugin.GetNodePose(ovrpNodeType, stepType).ToOVRPose().position; return true; }#if UNITY_2017_1_OR_NEWER if (GetUnityXRNodeStateVector3(nodeType, NodeStatePropertyType.Position, out retVec)) return true;#endif break;My understanding is that depending on the version of unity, the position is either provided by Unity's XR Api, or by Oculus' OVRplugin class. Am I understanding correctly? If yes, can some
Hi forum. I'm fairly new to Unity and coding/scripting. I have a CAD-model in Unity and I can walk through it with my Oculus Rift VR gear. I have created a menu with two UI buttons as a start. The "Quit" button turns red when I hover over it, and when I click it the menu disappears and the gazepointer too.(which is what I planned) The problem is, that when I press the other button a gameobject should appear in front of the player, but nothing happens? The buttons turns green as it should when I hover it and click it, but nothing happens? I tried dragging the gameobject to the buttons OnClick event, and set it as Set.Active etc. Nothing has been working so far. Can anybody help me with this? :) It should be pretty straight forward but I cant get it to work. I tried a few scripts to make the gameobject appear 1 foot from the player in front the player, but this didnt work
In our projects we only use the OVRPlugins, not the rest of the Oculus Unity Asset. However, everytime the API is updated we have to pull down the latest asset package and select just the plugins.Could the asset (or just plugins) be hosted online somewhere easily accessible? Then in our automated builds we can poll for the latest API and download / update directly.This would also likely help other platforms that need the plugin's / platform apis.
Hi guys What's the latest recommended Unity version and oculus unity integration for Oculus GO ?Right now I tested 1.39 with 2019.2.2f1 and LWRP and can confirm that the integration isn't compatible and lwrp renders only to one eye. I'm dropping LWRP but I'd like to know which unity version is the best right now. 2018.4 lts?
When building our app, we noticed that OVR LipSync iOS plugin does not support bitcode. When can we expect the bitcode support for OVR LipSync iOS plugin? Thanks
Unity Version: 2018.3.6f1Oculus Utilities: 1.4Hi all!I am trying to create an animated loading screen with render textures and OVR Overlay, but have run into the following error and do not know how to proceed:These are the steps I have taken:1. Create a render texture.2. Create a video player game object in my scene and link it to my render texture. (I have tested that the render texture is working.)3. Create a game object with an OVR Overlay. (It is enabled in the scene.)I believe I have followed the instructions here: https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/?locale=en_USHas anyone else been able to successfully render a film or abu in this way?
Hi, I am experiencing a major performance spike while working with the OVRPlugin v. 1.38.1 and Oculus 2018.3.6f1. If I have my PlayerPrefab running in a blank scene, I get a 42 ms spike from OVRPlugin.GetControllerHapticsState() regardless of whether I am doing anything in the scene.My profiler reads as follows:Does anyone know where this issue is coming from and how I can alleviate it?
DebugUIBuilder.instance.AddSlider("Gain", 0.0f, 4.0f, SliderPressed, false, 2);1) When this Slider appears in the panel, the slider label is set to "slider label" - should it not read "Gain"?To get it to read "Gain" I have to set it explicitlyvar sliderPrefab = DebugUIBuilder.instance.AddSlider("Gain", 0.0f, 4.0f, SliderPressed, false, 2);var textElementsInSlider = sliderPrefab.GetComponentsInChildren<Text>();Assert.AreEqual(textElementsInSlider.Length, 2, "Slider prefab format requires 2 text components (label + value)");sliderText = textElementsInSlider[1];Assert.IsNotNull(sliderText, "No text component on slider prefab");textElementsInSlider[0].text = "Gain";2) How can I set the initial value of the slider? For example, in this use the initial value of Gain is 1.0f but the slider is set at 0. It's not a show stopper, but useful to have this default value to be set somewhere in the range.
I've added a CanvasWithDebug to my scene - I can get it to work with the panels as they come in the prefab, but I have a number of problems if I try to change anythingmoving the panels e.g. let's move ContentLeft over to the right. When I run this in the unity Editor it is where I moved it to. On the Quest, it has not moved! (so, is something overriding the position I set? or is the position not getting to the Quest app?)renaming the content holders e.g. let's rename ContentLeft to ContentLeft01. It doesn't respond, see code example belowadding new content panels e.g let's add ContentBelow - adding a replica RectTransform to CanvasDebug and then specifying this in the DebugUIScript/Target Content Panels changing the size to 4 and making element 3 ContentBelow. I'm targeting it with `DebugUIBuilder.instance.AddLabel("ContentBelow", 3);` This 3rd panel shows in the Editor but never displays in the Quest.```void Start(){ var ui = DebugUIBuilder.instance.AddLabel("My Test");
HI guys, i'm just beginner ..i want to create an elevator but i find a lot of problem because there's no collision between the ovr player and the cube (the cupe pass through the player when goes up ). So i decided to make the ovrplayer move up itselves. temp = new Vector3 (0, 1, 0); transform.position = transform.position + temp; but the code doesn't work! the player starts bouncing!Sorry for the bad english! please help me:)
hi everyone I developed various experiences for oculus what before the last update when I open the application this only show me a control and is a Oculus Go Controller and the other control does not show it, the projects were made in unity and before the update of the controls the application they worked well , if someone has happened this, please help me
I need make raycast from camera forward, I have tested CenterEyeAnchor, LeftEyeAnchor and RightEyeAnchor as origin and for the direction I add an empty object(miraT) in front of the camera and doesnt work accurately.When I do it with a normal camera in Unity I can make it work perfectly but with OVRCameraRig I don't know how to do it. Sometimes it works centered, sometimes it doesn't. I can't think of anything else, any idea is welcome. my raycast code: if (Physics.Raycast(camara.position, miraT.position, out RaycastHit hit, Mathf.Infinity))I'm developing for Oculus Quest Thank you!
Any advice or tips on how to make OVRPlayerController support a parent transform? I'd like the player to be on moving platforms and vehicles and still be able to walk around within that local parent's space. Anytime I parent the OVRPlayerController to a game entity, the walk speed is incredibly slower, or if the parent is moving within world space, the OVRPlayerController seems to be inversely translated. I suspect that's due to OVRPlayerController using Controller.Move for absolute world moving. Anyone find a way to support this type of scenario? I noticed some discussion around hovering platforms, but in my above scenario the transformation isn't just vertical.
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