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I am trying to upload my app for the Oculus Go to the app store, but the apk file is too big. Currently, it is 1.27GB and I have an obb file and that is only 2.13MB. I was wondering how do I make the apk file smaller or move some of the stuff over to the obb file and take up more space there. Also, I am using unity.Update:I found the file that is making it so big. It is the sharedassets0.resource file and that is 1.23GB, how do I either move that to the obb file or compress it down
On importing the latest Oculus asset in to any 2019 build causes lots of issues.* SampleFramework has lots of errors which prevent script compilation* Editor scripts using now deprecated WWW function to authenticateAre there plans to update / address these issues with the Store asset or an alternative that can be used in 2019 builds that don't have these issues.
Hi all,Forgive me if this has been raided before, but I did a search here and on the web and found nothing that would help. Bottom line is, I have just got my self a Quest, and love it, but now would like to deploy something of my own to it. I have it set in developer mode, I can see from running adb.exe devices that it is there and accessible. I have updated my Android SDK and in my test Unity project, installed the Oculus samples. I am trying to build and deploy the AvatarGrab scene.Plug in my Quest, and do a Build and run, first I get this pop upNow, as I say, I have updated my SDK(s), after getting this error again and again I pretty much installed them all :/Unity is configured for the right folder tooAnd I have the project set like this (was told to use 19 as a friend who has released a game for the quest used the same):So, I continue telling Unity to use the highest it can find, I gets to "checking android devices" and then errors with this:Can anyone see what I am doing wr
I have an Oculus Go application that plays a panaromic/360 video. There are two MP4 video files, one is 1GB and the other is 1.25GB (each are 2-3 minutes long). If I use either one, it plays no problem, however if I try to include both files (i.e. ability to play each one in sequence), I'm not able to load the app on the Oculus Go. It just says the app as stopped running when I try to open it from the library. In all my tests I'm side loading it via ADB. All builds are successful and I have no trouble actually loading the APKs onto the device. It's only when I try to run it on the device I get the issue. Also, playing the two video version in the Unity Editor works as expected. I'm not sure why the Oculus Go has trouble with the application -- is it the APK size?? I was looking at other options, but tossing the videos into the Resources folder doesn't solve the issue, and I read StreamingAssets doesn't work on Android.The project involves several Oculus Gos and on a local network (but
I have two questions.How to enable HMD emulation?I have imported the latest Oculus SDK and created a sample scene with the OVRPlayerController Prefab in it. I have seen a video (https://www.youtube.com/watch?v=sxvKGVDmYfY) where someone did the exact same thing and it just worked without any additional settings (just import, enable VR in Player Settings and add the PlayerController to the scene). Unfortunately, I can't use the HMD Emulator and thus have to build and sideload each time I want to test features.Furhtermore, how would I emulate remomtes in the editor? (e.g. for simulating hands just like shown in the video).I have triedrestartingcreating a new scenecreating a new projectplaying the sample scenes in the editorhowever none of the above approaches worked. Where could I possibly go wrong/missed out?How to track both remotes at the same time?In my sample scene, I tried to add the remote controller prefabs and position them according to the actual remote positions tracked by the
I'm trying to get my own custom body mesh (not the Oculus Avatar) to move and rotate correctly with the OVR rig in Unity.Is there an easy way to do this? I've tried a few things but keep running into issues.If I place it under the centre anchor, it sort of works, but I have to stop the rotation on 2 axis and this seems to end up with it rotating on the correct axis but with a weird offset, rotation around another point.If I use a script to match to match the position and rotation, this sort of works, but the rotation follows the head, which isn't always correct. It needs to rotate with the 'body' (if we turn our head our body does not necessarily follow).Now there is no body in the rig, just the head and hands. I'm sure someone far smarter than me can figure out a way to approximate if the body has turned based on a correlation between the head and the controls, but I think that might be beyond my skills. But is there a much simpler way? Has anyone else achieved this? I can'
Using Unity 2018.3.12, Oculus Go platform. I'm trying to get the Go controller to act as a laser pointer and installed the helper stuff from a blog here. It works, but in the log I get a constant stream of "VRDevice Oculus cannot be disabled on this platform." I searched all sources and this is not something in code I can see.What's going on? I'm sure I'm not trying to disable it.
As of the home update to 1.37 yesterday my game is getting a lot of false InputFocusLost events, even though the proximity sensor is completely covered. This is causing alot of issues since we implement several actions in the game to work with VRC guidelines such as hiding a UI, muting mics and audio output etc... so any false positives are a big problem. Any solution to this?
Just like arkit remote,send oculus quest and touch's position over usb-c to unity that can easily test no need to build.If it can steam the picture to quest would much better for developer.Make develop 10x faster
Rendering empty scene (solid color) in Unity 2019.1.10f takes Quest's GPU around 10ms.After further profiling I discovered that there are 4 render textures (I'm guessing color and depth for each eye) and that they take almost 300MB of space.Snapdragon Profiler showed that texture memory read is often up to 6.25 MB/s.Profiling the game with Renderdoc didn't show any huge textures, eye textures were taking around 13.07MB (1216x1344)What could be the cause of this?
hi - I can't get pass the TestSubmitWhenNotVisible test. I'm using the free version of Unity and it does have the unity splash screen at the beginning, however, the game starts within the first 5 seconds and goes to my own splash screen for the test. Other than pausing all output from FMOD and setting timescale to 0, I'm also disabling all lights, scripts, etc. No scripts is running any Update or FixedUpdate methods. The only thing that remains in the scene is the Oculus camera and its own scripts. Not sure what else I'm supposed to disable.Error below:Number of texture swap chains committed when not visible 8ERROR: Committed a texture swap chain (called ovr_CommitTextureSwapChain) when application not visible
How do I make objects grabbable?I've looked at the ControllerModels scene. It has a bunch of cubes listed under an empty object structure called Grabbables. Each of these cubes has the OVRGrabble script and rigid body. There are the Quest Touch Controllers in the scene. Hwever, they don't grab anything. I noticed that nothing in the scene has the OVRGrabber script. Should this be on the controller? Where abouts, etc?
I have a strange issue. I'm currently getting kicked out of my game (and into Oculus Home), when loading new scenes within Unity.My game continues to run, but I can only see Oculus Home in the headset.I'm using Unity 2017.4.24f.I'm not sure of the Oculus SDK....as I haven't updated it in a while (I'm using a third party tool (VRTK) that integrates into the Oculus SDK I did notice that the file OVRBuild states SDK 3.4.1..not sure if that is how to accurately check.Note: This happens sometimes...which makes it strange.
Hi,how can I get the tracking state (i.e. tracking ok or tracking lost) of the touch controllers (for Oculus Quest)?I can't seem to find a method/property in the Oculus Unity Integration that allows querying the tracking state of the controllers.Thanks.
Hello.I'm trying to create a VR grabbing system with Oculus Touch which would allow the hand model to grab from different angles and positions on the object and still look realistic. I tried to build one with pre-created hand poses and different colliders on the object which allowed to detect on which side the object is grabbed, but this result in a large number of pre-created poses and position offset for each side of each object. It takes too much time to implement and it is not very convenient. Would anyone think of an elegant and effective way of doing this ? Thank you !
How to display controller models in front of VR Compositor Layers?
Hi! everyone, I'm trying to correct the Oculus Rift S SLAM Drifting in warehouse scaling. I assume that this drift is due to the XYZ 0.0.0 Reference set at the beginning of the experience and to the impossibility to create or add some Anchors in the real world. So... I would like to use OpenCV ArUco markers hooked in some space of my warehouse and to make the Virtual world moving slowly to this reference to fit and match with the real world. By the way I should be able to use the real objects occlusions, rather than avoid them... Is there a way to access to the Rift S SDK to use the buffer of the tracking SLAM Camera? I would like to implement all my stuff in a UE4 project ;) does anyone else have some idea to share, or some previous experience with this objective? Thanks.
I'm using Unity and OpenVR to develop a project on Oculus Quest. Wondering if there is a way to get the floor offset working. When I'm testing in the Unity editor (with a Vive), it automatically tracks with the proper floor offset, but when I move to a build on the Quest, the head tracking appears to be on the floor. The Quest guardian is properly set up so it knows where the floor actually is. Any solution for this?
Currently having issues in Unity 2018.2.0b1 with the Lightweight Render Pipeline and Oculus rifts shader's. Is there a fix for this? currently the hands in scene view are pink, and when i build, they don't show up at all. I believe its an issue with the shader's and their compatibility with the LWRPUnity Version 2018.2.0b1LightWeight Render Pipeline Version 1.1.8 current preview
TL:DR - the Solution was to use the CenterEyeAnchorI want to know how to get the position of the head (or the HMD), its rotation, etcThe OVRPlayerController returns a static 2.3, 1.0, 0.0 - what does that represent, I can't work it out from any values on the inspectorThe OVRCameriRig returns 0, 0, 0 - no matter where it isI'm debugging these values in logcat from the QuestHow can I get a position and rotation of the head?
I am trying to upgrade a Unity plugin from 2017.2 to 2019.1.5. The Unity plugin has a backend API that uses the SDK and has it included as external dependencies. When upgrading my Unity version it forced me to upgrade the version of the OVR plugin used by Unity as I was getting errors. I did that and a feature of the plugin was no longer working. I debugged my C++ dll and it appears that OVR is not initializing ion the API. I get error code -1004, ovrError_NotInitialized.I tried upgrading the version of the OVR SDK used by the API from 1.19.0 to 1.37.0 but it still doesn't work. It's possible I did something wrong as I wasn't the original person who set this up and I am way more experienced with Unity and C# than C++ and having external files. Unity 2019.1.5 is currently using the 1.37.0 version of the OVR Utilities Plugin. Thanks. Any and all help is appreciated.Here is the code that initializes it in the API: auto status = ovr_Initialize(nullptr); if (OVR_SUCCESS(stat
Hi there !I'm currently making a VR Game for some events with the Oculus Rift S.All software version are : Unity v2019.1.4f1, Oculus Utilities v1.28.0, OVRPlugin v1.28.0, SDK v1.38.0.On our last demo, after running few hours, 4 of our 5 computers (same soft and hardware on all computers) crashed due to the same error ("D3D11: Failed to create RenderTexture (1504 x 1616 fmt 19 aa 8), error 0x8007000e").In my log file, I can find this error too:"(Filename: C:\buildslave\unity\build\Runtime/GfxDevice/d3d11/TexturesD3D11.cpp Line: 442)"DynamicHeapAllocator allocation probe 2 failed - Could not get memory for large allocation 27859184.d3d11: failed to create 2D texture shader resource view id=433 [D3D error was 80070057]"A stack trace in log gave me this pretty line :C:\Users\depinxi\Desktop\dist\Joute_Data\Plugins\OVRPlugin.dll:OVRPlugin.dll (00007FF8D0AB0000), size: 5017600 (result: 0), SymType: '-deferred-', PDB: '', fileVersion: 1.28.0.0".My game needs to run between 8 and 10 hours/day.
Hi,Recently some of my Oculus Gos have started to show my apps as incomplatible in the library. Do you know why this could be happening?All of them are preview apps and have been developed using Unity 2018.2.Thanks!
After 2 days trying to get Unity to work with controllers inputs with no luck, my HMD bugged out and now its splitting the screen horizontally. When looking inside the HMD i can see with each eye 2 screens ( or 2 of each half on every side ). Before this happened i thought the problem was with unity, since the controllers worked perfectly in the Oculus desktop and oculus apps, but now this broken screen effect is won't go away no meter what i do. Here is what I tried so far:* * Reconnecting the device ( unplugging the USB & display port )* Restarting app and Oculus services ( for some reason there where 3 services just for the headset )* Restarting windows
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