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Hello guys, I just created an application in Unity to see in the Samsung Gear VR, the problem I have is that the client who requested this work wants to press the icon on the phone to appear the splash screen that says "to open This application, insert the device into Gear VR "( attached image) and when inserting the phone to Gear VR the application will begin inmidietly. It will be grat not to use any external application like the Packable Disabler Pro to disable the Oculus app that starts automatically when you insert the phone into the Gear VR.The reference that the customer showed us complied with all of these features described at the outset so there must be a way to do it.Anyone know how?I will greatly appreciate your help.
Hi there! After I updated to OVR Plugin 1.39, my laser pointer has been acting very strange. It seems like it's not fully keeping up with the controller or something... It keeps "popping out" of the controller for a split second if I move the controller quickly. Here is a screenshot of my line renderer settings. And here is the OVR Input module:Any help is appreciated!
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.
When adding the UIHelper prefab from the OculusIntergration package, it directly assigns it to the right controller. How can i switch it to the left controller?Do need to change the HandedInputSelector.cs for that?
I mean, I think it worked at one time. I could've sworn it worked when I first fired up the Quest locomotion example a month or so ago. But now, teleport doesn't work. Unity 2018 or 2019. I'm at a complete loss, and surely it's not just me. I restarted with a clean install of Unity 2018.4 and the latest Quest install on the Unity Asset Store, just to make sure. I followed the instructions for rebuilding the android manifest, and at least that got me back up and running, and I'm avoiding 2019 like the plague since the Button Down bug is still there.Does anyone know what could be wrong? Anyone else seeing this problem?Thank you!-Chilton
I got two errors when importing the Oculus Integration 1.24.Copying Temp/Export ... to Assets/Oculus/VR/Plugins/1.24.0/Win64/OVRPlugin.dll: Access is deniedCopying Temp/Export ... to Assets/OSPNative/plugins/x86_64/AudioPluginOculusSpatializer.dll: Access is deniedHad to cancel out both to continue to import.Any solutions?
Hi I am Using Oculus Quest device and Unity3d 2019.1 with latest Oculus Integration plugins from Unity Store. When I take a build I am getting Oculus go controller model instead of Oculus Quest.I am getting debug OVRControllerHelp: Active controller type: Go for product Oculus GoAnd firstly I tried using Unity XR build in which I am facing problem for Input System, its not detecting any Input of XR Input System as well as Unity legacy Input System.
Hi. I was frustrated that I can't use OVRPlayerController in Unity Editor. I was trying to check why it dosen't work. I have found that OVRPlugin.initialized dosen't return true, and deeper I found that OVRP_1_1_0.ovrp_GetInitialized() returning false. Im not sure why. I have OVRPlugin.dll in default folder from Oculus Integration package. IS there any reason why it can't work now? Im using Unity 2019.2.0f1I can simply change that on true but I prefere to now if there is some more correct way to fix that. Thanks for any help.
Hello,I'm using Unity 2018.4.6 with Oculus SDK 1.39.When I finished my building the apk couldn't run in my device with the following error:OVRADBTool System server has no access to read file context u:object_r:sdcardfs:s0 (from path /sdcard/Oculus/Temp/Fruits Sky-debug.apk, context u:r:system_server:s0)Error: Unable to open file: /sdcard/Oculus/Temp/Fruits Sky-debug.apkConsider using a file under /data/local/tmp/Error: Can't open file: /sdcard/Oculus/Temp/Fruits Sky-debug.apkBefore I used to build and run application using unity when my phone is connected without a problem alsoThe app doesn't show on my mobile,Note: I have built the project using Oculus > OVR Build And Run
How can I get nested grabs? I am new to VR. I havent yet started using VRTK. I wanted to know how I can implement something like this on my own. Also, as someone who's really new, can some explain to me how are all these different, i.e steamVR/vrtk/unity's own vr solutions and the occulus implementation package. Im currently using the occulus's implementation stuff and I feel really overwhelmed by everything else around.
Unity Version: 2019.1.7f1Oculus SDK: 1.36Device: Oculus GOHello, currently I'm using the VR compositor layers to create nice looking UI, OVROverlay with "Overlay" type has been working fine, but I'm interested in using the "Underlay" option so I can have 3D Objects in the scene appear over the UI, such as the controller laser beam.The problem is that when I use the shaders suggested by oculus here, it appears pink in the game engine even when altering the texture/color while applied to an object in my scene. I'm using the Lightweight Render Pipeline in my project so I assume the issue is that I need to use a shader that works for the render pipeline, and when trying to upgrade the material, it says it isn't compatible. The shaders I'm referencing are (located in VR/Resources of oculus package)-Underlay Transparent Occluder.shader-Underlay Imposter.shaderAny ideas here? Would it be simple enough to recreate the same functionality in shadergraph?
where can i find a proper download of v1.38?umong the errors:hands not showingwhen clocking on a button in 1 hand, the other hand dissappearstriggers not responding as intended ( if trigger should enable the teleport arc etc, nothing happens).
In my Unity application, I want to get the Oculus Rift/RiftS serial number. I searched in Oculus Unity Intergration module but I can't found it anywhere.Does anyone know how to do this ?Thank you.
Hi Friends,Suggest me to develop android application (Android Studio) with support of Oculus Gear VR (Develop separate project in Unity android )I have added below meta-date in manifest file (Android Studio) to trigger the Oculus Mode <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/>Unfortunately Oculus mode is automatically starts at launcher mode. But I need to integrate the Oculus device after the login page complete.Kindly suggestion me to develop further steps.Note :In Developer Mode is working fine as excepted can able to access android login page but in distribution mode it is not working the same.
When an object is within reach of the distance grab hands, I cannot actually grab the object, I must move backwards until I am able to grab it, how can I fix this?
Hi Friends,Suggest me to integrate the Native android module(Eg: Login activity) with Unity Gear VR support. I have already tried below steps. But, unfortunately the login page is not accessible in android native code. Use <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/> or <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_dual"/> in Android Manifest.xml. But it not work to integrate Login page(Android Native).Tried with adding the GearVR(unity) as Android module in android studio. But received the these error in android studio. ERROR: Unable to resolve dependency for ':app@debug/compileClasspath': Could not resolve project :GearVr. ERROR: Unable to resolve dependency for ':app@debugAndroidTest/compileClasspath':
I THINK the Unity default fog never worked on mobile headset before, but it does now. Was this a recent update, or did it always work and I never noticed?
After deploying our project to oculus store we were rejected because of UI flickering. The problem is we can not reproduce this bug on our device and we have not much ideas what could be source of the problem. Oculus log says it appears on thermo vision, but the only differences from normal mode are enabling post-processor grain effect and a purple colored plane.If anyone faced same problem or have any ideas how to fix it - we would glad to hear all the ideas. Thanks.https://youtu.be/W3fqpC_wjnw
Since the update, my biggest problem is that while I could manipulate the 2 controllers simultaneously back then, now, only one of them is tracked at a time, the tracking switch between each controller when I press any button and the other is reset at Vector3.zero local position & Quaternion.identity. I get the controller position values fromOVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch)andOVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch)Of course these two lines returned the right position value back then but now only one of them return a tracked value at a time while the other one seems "disabled".
Hey guys, Hoping someone can lend a helping hand or share if they are having an similar issue. After updating the oculus spatializer to 1.39 I suddenly have sound but the Oculus SDK seems to fail to initialize. So, I am unable to see or move around in the Rift headset I am using. If OpenVR is listed as secondary SDK, then unity will switch to this... where there is no issue with sound or movement. However, I would like to continue to develop using the Oculus SDK and not OpenVR. This issue did not seem to occur before update. In the case that I reject the spatializer update, I am unable to get any sort of sound to work in game. All sounds work in editor, prior to pressing play button, and even show as playing when in the Master Volume if output is set to master in an AudioSource Component, though still no actual sound to be heard. I have checked that nothing is muted etc... Seems like an issue between the SDK an
Version 1.38 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 FeaturesAdded Mixed Reality Capture support for Oculus Quest.Integration GuideSetup and User GuideThe Oculus Unity Integration supports Unity’s XR SDK preview. More information about the XR SDK can be found on Unity
Hi,I'm developing with an standard Oculus Rift, which has a resolution of 2160x1200.But when I look for the value of UnityEngine.XR.XRSettings.eyeTextureHeight it says that it is 1600.The eyeTextureResolutionScale is set to 1, so I expected to have an eyeTextureHeight of 1200 (the actual height of the device * eyeTextureResolutionScale).Could someone help me with that?Thanks
Hello I am new one in this forum and wants to know how to become Unity 3D developer? Can anyone give me some references or suggestions?
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The Oculus asset for Unity includes the capability to download and update the Oculus platform plugins for Unity, however currently, Unity will ignore these newer plugins if there is an existing Unity package already containing these plugin'sToday:Oculus Unity package uses 1.38.1 (only recently updated even though the newer was released earlier)Oculus asset downloads 1.39When run, only the 1.38.1 plugin is used, ignoring the newer plugin in Assets.For reference, I've reported this in the Unity forums toohttps://forum.unity.com/threads/unity-packages-with-plugins-override-newer-plugins-in-a-unity-project.724301/
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