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After starting an empty project and importing the Oculus Integration, I have been getting the "XR: OpenVR Error! OpenVR failed initialization with error code VRInitError_Init_PathRegistryNotFound: "Installation path could not be located (110)"followed by "Virtual Reality SDK Oculus failed to initialize"After removing OpenVR from the Virtual Reality Supported list I would just get "Virtual Reality SDK Oculus failed to initialize". Happened on Unity 2018.4.2 and 2018.4.6 with Oculus 1.38,1.39,1.40So went ahead and reinstalled 1.38, this time deleting the new AudioPluginOculusSpatializer plugin and that seems to solve the problem.Has anyone encountered a similar issue? Project is setup for a PC build using Rift.
A couple weeks ago I built an APK for Oculus Quest using Unity. It was a build of the Oculus Integration package’s SampleScenes. This build worked, it was rather buggy but it worked.Then a few days ago there was the release of a new version of Unity (2019.2.0.f1) and a new version of Oculus Integration (v1.39). Since the updates, I have been unable to get the new versions to create a functional build. When I output an APK using the Oculus Integration sample scenes, it does not run properly. The first time I loaded and ran the APK on the headset, it opened and ran the first scene (StartScene) with no problems, but when I tried to open the next scene it crashed. I was able to fix this by deleting the Android Manifest and then re-creating it. This let me open the next scenes but when I did nothing in the other scenes worked. The locomotion was not functional, the avatar hands were not connected to the controllers... none of the Sample Scenes I tried worked. ???It’
Hello there,I'm making a multiplayer game in VR on unity. And I need to disable the camera from the OVRCameraRig and all the VR scripts from the OVRPlayerController.However, I can't disable the camera from the CenterEyeAnchor.Is there a solution ?Thanks for reading, any help appreciated.
Hello, I have a Oculus Go .apk thats about 800mb. It builds but at the last moment throws an error i've not come across in Unity. i've seen this issue raised up in Unity forums, but no definitive answer on who to fix it. I have 3 scenes. One basic landing scene, then two 360 Videos. I've built this app plenty of times to gear vr, revived it for the Oculus go and now I'm running into this problem. Is there a way to bump up the memory? Below is the error. Any help in resolving this is greatly appreciated. CommandInvokationFailure: Gradle build failed. /Library/Java/JavaVirtualMachines/jdk1.8.0_131.jdk/Contents/Home/bin/java -classpath "/Applications/Unity/Hub/Editor/2018.1.0f2/PlaybackEngines/AndroidPlayer/Tools/gradle/lib/gradle-launcher-4.0.1.jar" org.gradle.launcher.GradleMain "-Dorg.gradle.jvmargs=-Xmx2048m" "assembleRelease"stderr[FAILURE: Build failed with an exception.* What went wrong:Execution failed for task ':packageRelease'.> Java heap space* Try:Run with --stacktrace opti
I'm trying to get the OVRPlayerController (from the Oculus Integration package on the Unity Asset Store) to work. I'm building for Quest and I'm using Unity2019.2.0f1 with Oculus Integration v1.39 to build my APK'sI'm able to build and run the APK, but when I push the left hand joystick forward the avatar jumps ahead a bit then stops.The same happens with the right hand joystick. I have to keep repeatedly pushing the joystick to move forward. I have played with the OVRPlayerController settings with no luck. What am I missing here?How do I get the controller to move the avatar smoothly with out stopping?
Hello,I have been sideloading my app for a long time (it is also available in a beta release channel) but suddenly, after installing the app via adb, it does not show up inside Oculus Go. It is under "Not Installed" apps because it has been downloaded from a release channel earlier but there is no entry in the Apps menu. Using ".\adb.exe shell pm list packages -3" does reveal that the package exists on the Go.If I install the app via adb and then try to install it from under the "Not Installed" category (I click on my app icon), nothing happens. Just a click sound effect but nothing else. And if I uninstall the app via adb, the install from the "Not Installed" category works again. So it probably does not start the install because it is already installed.Is this some kind of a bug?Thanks!
Hi,I'm new with Oculus Go development. I am following the following link to create a sample Teleportation project.https://developer.oculus.com/documentation/unity/latest/concepts/unity-sample-framework/I tried to load the Locomotion Scene and installed it in Oculus Go, It runs but my Avatar doesn't teleport from one place to another. Please help.
I'm having a scene with multiple gameobjects that i can grab. I am using the OVR Grabber and Grabbable scripts, but I want to set it up so that when the player releases the object in a certain distance, it snaps back to it's original position and rotation. This without using vrtk please
Hi,I'm in the process of adding Rift S controller UI to our game to bring it inline with the quest version but i am struggling to differentiate in code between the Rift and the Rift S. I'm running the latest Oculus Utilities but when I check the device model its listed as an Oculus CV1Any suggestions or help would be great.Thanks
Hi there, I am trying to use Unity XR to test an application.However, there is one key difference with using Oculus that I find quite annoying, and am trying to figure out a possible solution!I am able to get input working, however when I'm pressing the trigger button, this applies to Unity XR specifically, only a TOUCH is required, and not a press.Source from https://docs.unity3d.com/Manual/OpenVRControllers.html at the bottom, titled Important Controller DifferencesThe Event System generates Input Touch events for the triggers on Oculus Touch and Valve Knuckles controllers when Unity Input detects a touch - no trigger squeeze is necessary.As you can see stated, the Event System will send an input touch even on touch. However, this is NOT the implementation I want, and would rather have it regularly. If anyone has any idea of how I could do this, it would be greatly appreciated, thank you!
Using OVRPlayerController, which has been the only way for me to even show hands or controllers, upon load the player's hands are completely frozen. They move when the controller move, but the fingers stay in place the whole time. None of the buttons seem to be responsive in this state. Any help? If it changes anything, I'm trying to use the touch controllers on my quest.
I am using the native gallery plugin to pick the image via the gallery, its working fine in pico and other vr devices but in oculus go it is opening in non-vr/overlay mode I am unable to click/pick the image .
LWRP Issues- Oculus' right eye is not rendered in LWRP.- For personalized avatars, replacing it with the LWRP's Material does not work properly.- Help.
OVR Metrics Tool shows around 40% of GPU utilization on an empty Unity 2019.2.0f1 scene with no skybox.I wonder is this is a common value?
So I am overriding the following code in the OVRCameraRig (line 180) centerEyeAnchor.localPosition = centerEyePosition where centerEyePosition is a new calculation. This new calculation applies a translation gain along the forward axis. This calculation seems to work as I am getting the desired result during editor play mode: 1) the camera gizmos show this new gain in scene view, and 2) the camera preview window also shows the new gain; however, the game preview window does not, nor does the view in the HMD (using CV1).I am at a total lost. It seems that the game (and HMD) view ignores centerEyeAnchor.localPosition.Using Unity 2018.4.6 and Oculus 1.39Any ideas?
So I'm working with Unity 2019.2.0f1 and imported Oculus Integration package version 1.39. Mostly everything seems to work fine after following directions about manifests, app ids and the like; Hands are being tracked correctly position wise however pulling the trigger on either controller doesn't make the pointer fingers animate and in fact when pulling the triggers the middle finger is the only finger that moves, albeit slightly. When pulling the grip trigger the lower three fingers animate correctly. Also, when having controllers enabled pulling the trigger still doesn't make the pointer finger animate but does make the virtual controllers trigger button compress. Everything else seems to work fine with the thumb/thumbstick animations, etc.Is this expected behavior? I've been stuck on this for a few days during work breaks. All videos I have found pertaining to Oculus Integration shows full hand animation though there seem to be zero up to date tutorials so perhaps I'm lost somewher
I posted two questions here yesterday hoping for some help getting my brand new Rift S to work with Unity. No one said a word, and I figured out the answers on my own. There's a crying need for ramp-up videos and documentation for new Unity developers targeting the Oculus products. I'll be making some YouTube videos when I've got the main details ironed out. Too bad I won't be able to send them back to myself in a time machine...
I'm new to Unity and Oculus development and can't get OVROverlay to work, at all.I'm developping for Oculus Go, everything is set up correctly, I guess (even if the documentation is really lacking IMHO), I can build and send my app to the Go and see whatever I put there (a cube, for instance !).My goal for now is simple : render a high quality stereoscopic cubemap using overlay, as this seems to be the best option quality-wise.Of course, I've carefuly read the official documentation : https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/ and tried to research all I could, but can't get it to display anything. BTW, why the doc is mentionning the OVRRTOverlayConnector script, which is nowhere to be found ?I'm using latest everything (Unity 2018.1.0f2 and Oculus Utilities 1.25.2).For now in my scene there is an OVRCameraRig, a gameobject (empty) with OVROverlay script as a component (I've also tried adding OVR Manager as seen in the screenshot in official docs
Hello,I'm working on a VR project in Unity 2018.2.2f1 with Oculus Rift.Frirst i have created language selecion menu, by selecting desired language, app starts selected 360 video.I need to add a function that reloades back to the languge menu when user takes off the headset. How to do that?Thanks !Regards
How do you deal with judder when grabbing objects? Would that code work (in the start function) if (OVRPlugin.GetSystemHeadsetType() == OVRPlugin.SystemHeadset.Rift_CV1 ) { Time.fixedDeltaTime = 0.0111f; } if (OVRPlugin.GetSystemHeadsetType() == OVRPlugin.SystemHeadset.Rift_S) { Time.fixedDeltaTime = 0.0125f; }Other than that I have no idea. I tried using "used fixed update for tracking" on the OVR camera with a timestep at default 0.02, it reduces judder but doesn't get rid of it.
I am using Unity 2018.1.1f1, and I have imported the latest Unity_Sample_Framework and Oculus Utilities.I am running Windows 10.Here is my code:using UnityEngine;using System.Collections;using System.Collections.Generic; public class Teleporter : MonoBehaviour { public GameObject TeleportMarker; public Transform Player; public float Raylength = 50f; void Start() { OVRTouchpad.Create(); OVRTouchpad.TouchHandler += TouchpadHandler; } void Update() { Ray ray = new Ray(transform.position, transform.forward); RaycastHit hit; if(Physics.Raycast(ray, out hit, Raylength)) { &
Hi there, there seems to be a problem with Oculus Utilities 1.39OVRInput.GetDown it never seems to work, but using OVRInput.Get works, so far.However, as soon as I switched to using Oculus Utilities 1.38, OVRInput.GetDown would start working!I'm guessing this not intended? I would love to see how we could rectify this, or if staying at 1.38 is the key...Thanks
Version 1.39 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 Mixed Reality Capture support:Updates to the Oculus Quest Mixed Reality Tools package.Added support to change the backdrop color of your Mixed Reality Capture foreground.The Unity Profiler
Unity 2018.4.3f1 | Oculus Unity Integration 1.38Hi there,I'm just posting this to identify a bug I spent a while trying to diagnose that ate up my past week. I'm hoping that if anyone else has this issue, this might help them, and that proper steps may be taken to resolve this for newcomers using the Unity Integration tools for the first time. Here's the issue:When making a request that is "invalid", the Unity integration sometimes returns a proper request, but it has Request ID of 0. Any time that this happens, if I register a callback for it, Platform Notifications will be eaten, which may cause random, problematic bugs. Why does this happen?Oculus's Callback.cs contains two separate dictionaries mapping callbacks. In one, you have callbacks for regular repeating things - Room Data Updates, Invite Notifications, Voip Connectivity Changes, etc. In the other, you have mappings of Request IDs to callbacks, where Request IDs are sequential integers that are incremented. When a message is
Recently I've been experimenting with using OVROverlay to render the UI for my app as the quality is much better than what can be achieved by default with Unity. Since the app displays the controllers at all times, I tried using an Underlay to display the UI. The one issue I'm having is handling transparent spots inside my UI. So far, all of the examples with Underlays are displaying an opaque object and I can't figure out how to make it work with my UI. Here's how it looks.The first image uses an Underlay to display the UI, while the second is a regular world space canvas. The black background (1st pic) is a Quad with Underlay Impostor material. I understand that it is needed in order to render the Underlay but I'm having an issue with the empty spaces in-between that become filled. If I understand this https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/?locale=en_US correctly, by using Underlay, I'm placing the UI behind everything else in the scene.&nb
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