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Unity version 2019.1.9f1Oculus Integration v1.36After the latest Oculus update, my VR app keeps on crashing. If I run it in the Unity Editor I see the following error: DllNotFoundException: libovravatarOvrAvatarSDKManager.Update () (at Assets/Oculus/Avatar/Scripts/OvrAvatarSDKManager.cs:68)
Is it possible to use the Oculus Touch controllers as an input device in Unity3d to create a 2d game, without having to wear the Rift Headset? It seems that after a short while of having the headset stationary, the tracking of the rift touch "falls asleep", where the tracking seems to only continue on one rotational axis or something. This means that if I want to use the Touch Controllers, I have to keep moving the Rift Headset to keep it from "falling asleep". Is there any way around this? I want to use the Touch Controllers as input similar to using the Razor Hydra in a program I am working on. Thank you if you all have any ideas!
Hello just wondering if anyone is having issue with the new update , We have 2 headsets one with build 3.6 working perfectly , the second updated last night has the following issues - depending on the hand being used the other with disappear. - upon grabbing an item the whole game crashessince that's at the start of the level we cant report anymore but this is obviously does us a concern.If Devs are listening , any ideas? -is there an update to oculus integration coming- can we downgrade our headsets?Thanks for your time Mark
HMD rotates Y makes my touch controllers out of synched (hands don't rotate properly or they are offset completely from the head/body). Any idea why ?
Hello everyone,I try to build a Walking VR Environment where people are able to walk through (quite large 12x15 meter) real space and experience a corresponding VR. I've got a PhaseSpace Motion Capture System which works quite well, carrying the Camera through the VR. (I'm using the latest Version of Unity 5.3.2 - but it might be a general issue)Regarding the practical implications I'm not allowed to use the Camera shipped with the Rift. So I got the Yaw Drift issue... :? Sometimes... but reproducable :geek: First attempt to solve the issue: Using the UnityEngine,VR.InputTracking.Recenter() every time the orientation passes a reference point results in glitches and seems to be uncomfortable...After reading the well written article* focusing the drift topic, the following question came to my mind.Is it possible to feed the drift correction with my own reference points - create by a Motion Capture System.Or more specific:Are there some API calls allowing to pass some kind of data overri
Hello,first, i'm brand new to unity and Oculus Rift development. So i tried a step by step instruction to get my scene working in unity with my Rift. Here are some informations about my system enviroment first:- My Rift works absloutely flawless- Windows 10 64bit- Latest Oculus Rift Software 1.35- Unity - latest version 2018.3.6f1- Oculus Integration 1.34For testing purposes i followed several tutorials on Youtube and other webseites. But not a single person ran into the same problem as i. To keep things easy i will let you know what i'm doing in unity.1. Make a new project2. Got to the Asset Store and download the Oculus Integration3. Import all files from Oculus integration. Unity does it without errors.4. Make sure that Build settings has PC,... and Player Settings has XR-Settings -> Virtual Reality Support and Oculus in the list5. Add my assets to the scene - Those appears perfectly fine in the scene and game window.6. i add Oculus->VR->Prefabs->OVRPlayerController into
Integrating the Oculus Audio SDK into Unity on Windows... tried everything, no combination of packages / files seems to fully work right now.You have to install the Oculus integration from the Unity package manager, otherwise the DLL do not show up in the project settings.Then you have to install the Oculus Audio SDK separately otherwise you cannot access the required scripts.If you try to add occlusion that fails, as the script cannot access the AudioPluginOculusSpatializer.dll installed from the Unity package.Error is on the dllimport which gives a dllnotfoundexception.Anyone found a way to get this working recently or can point me in the right direction? // WildStyle
I have been developing a game for a few weeks now and I am starting to focus on performance and I have noticed that with an empty scene in the unity stats graphic while playing I only reach between 375-450FPS while I see other people reaching 1500+FPS. I am using a fairly good laptop to run the game Lenovo ThinkPad P52S. When I add a FPS counter script and I load my second scene where you start actually doing some major actions my FPS on the counter script drops from 60FPS to 20FPS keep in mind this is while running on the Oculus Go. When in the unity editor I run that same scene that goes to 20FPS (on the oculus go) it runs between 30-40FPS (in the editor). When I remove every object from my scene and no scripts are running other than the FPS counter I am able to get between 70-90FPS (in the editor).The issue is I know Oculus requires 60FPS for Oculus Go games and apps, how strict are they on this? Once you get into the main part of the game where it hits 20FPS on the Oculus Go i
I would like to capture the video footage of a running app in Oculus GO to a server PC in Unity. How do I capture the video from the Oculus Go and send it back to Unity for playback in real time?
Hi.I'd like to force my 3D world to start in the same position and orientation around the guardian boundary and not necessarly in front of the player.For instance, let's say I have a defined play area. If the player is physically looking to the North, there is an object located to its right (directed to the East). But if the player starts the app looking to the West, I would like my object to be located behind him (still to the East) and not to its "new right", which would now be directed to the North.Is there a way I can do this ? Thanks a lot.
Hi! Is it possible to use Android Speech Recognizer for Oculus Go app (https://developer.android.com/reference/android/speech/SpeechRecognizer)? I am developing a voice-command game. It would be great if Oculus Go can use it!
Hello everyone, my team have been contributing to develop " view dependent media player ", which using a single thread decode 2048 * 1536 with android-media-codec (we can call it BASE TEX) and four thread decode 512 * 256 * 24 split blocks for viewer directly look at with ffmpeg (we can call it HD TEX), very similar with VR_5K_PLAYER.The above main framework make the cpu usage more heavy compare with gpu. Cpu need decode 2048 *1536 totally and upload YUV from memory to video memory every frame, while gpu only decode 2048 *1536. After a few test with Samsung S8 & Quest, i found that, s8 & Quest got different performance which s8 got a high fps because of Quest has less cpu avaliability compare with S8.( PS: S8 & Quest all equiped with snapdragon 835. as far as i know, the 835 chip contain 8 core, 4 core of all 8 core are big core responsible for heavy work )To confirm my point of view , i made a test proj using unity & the latest gear sdk, add heavy cpu
HelloWhen i build my app in Unity for Oculus Go i get the following message:No activity found in the manifest with action MAIN and category LAUNCHER.Your application may not start correctly.UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)and when i open the app on my GO, it starts but freeze on the first frame...i use unity 2018.2.4f and oculus utilities 1.28yes i use google and tryed all things out that i found but nothing helps...my automatic generatet manifest<?xml version="1.0" encoding="utf-8" standalone="no"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:launchMode="s
Hello, I'm developing for the Oculus Quest / Rift.Goal: When i select a gameobject with the laserpointer that comes with the oculust intergration package, it has to display the name of the selected gameobject in a ui text component.I'm close to realising this, but i'm stuck at this moment.i've added the OVR Physics Raycaster to the OVR CameraRig and added and a collider and event trigger (Pointer Click) to the GameObject that i want to select. Also i have a script that is getting hold of the text component of the UI.It is now regonizing the gameobject.Question: How can i get hold of the selected gameobject?
I hope you can help me with this one: I am trying to use the Oculus Go controller to interact with the UI, but Unity keeps making use of the Gaze pointer. In other words, it doesnt matter if I point at the button, I have to stare at it as well in order for the button to work. How can I solve this? Thank you so much in advance!
HelloI try to use now the new integrated unity input mapping for the oculus touch controllers https://docs.unity3d.com/Manual/OculusControllers.htmlbut some of the VR-inputs need the unity button ID and i have no idea how to use them. I test it in the input manager. I use the ID as klicked button (ID 1 = button one) but this dosn't work. Also Input.GetButton(ID) do not work. Can somebody help me?kind regards
This is where I faced the problem. First, what the absolute path even looks like on Android?Second - how to upload files files on my Oculus GO? Simply copying my asset bundle through file explorer does not work apparently (the progress bar never moves).I tried using ADB, but it gives me some crap about 'remote secure_mkdirs failed: No such file or directory' for Android/data/com.company.app/files/ and 'remote couldn't create file: Read-only file system' for just androidWhat am I doing wrong here?
I don't really understand how OVRInputModule is handling the raycasts, but I just want the pointer to appear when I'm pointing at what I want to interact with.I feel like I should be able to do something like the following, but I'm not getting anything happening. I'm sure what I should be exactly searching for in , but it seems like something that should be more commonplace. void Update() { activeController = OVRInputHelpers.GetControllerForButton( OVRInput.Button.PrimaryIndexTrigger, activeController); Ray selectionRay = OVRInputHelpers.GetSelectionRay( activeController, trackingSpace); RaycastHit hit; if (Physics.Raycast(selectionRay, out hit)) { print("hit"); } //if(selectionRay) SetPointerVisibility(); SetPointer(selectionRay); }
For bug reporting purposes I'd like to know which release channel my app is on when I catch an exception. Right now we are promoting builds to the different channels and I'd like to try to keep doing that rather than making separate builds for each channel which is currently the only way I can think of solving the problem.
Hello Oculus Community, First time posting here and learning to develop on Oculus quest. However I haven't been able to find good resources like the steamVR Plugin for HTC Vive. I have downloaded the Oculus Integration package, but the teleport scripts (locomotion) don't work well at all. They will work once or twice and after that will just throw you off the map. I did this test in the example scene they provide to make sure it wasn't something dodgy I had done to my objects. Does anyone have any ideas of either how to solve this problem or any other good resources for Oculus Quest teleportation. I am currently looking for node teleportation (you teleport for fixed point to fixed point).Thanks
I am trying to upgrade a project that was made for the samsung gear ages ago for the quest using unity, just transferring the pre-built APK worked fine (just running it obviously the controls didn't work). however when I am trying to re-build from unity to the quest I am running into all sorts of issues, firstly the project was created on unity 2017.1.1 and when using the JDK 12 I got compatability issues with target and source 1.6 so I changed JDK to 8 which worked however the build would freeze unity after copying to the quest and then trying to run it would have the app constantly load. Next thing I tried was upgrade the whole project to unity 2019.1.0b1. this required me to change a lot of scripts that were using UnityEngine.VR to instead use UnityEngine.XR which should be just a simple path change no logic change required, this time when I build and run it builds successfully and unity doesn't freeze however the app doesn't run or connect to the debugging tools. Is there something
Anyone else having this problem?I build it for Quest. I use V2 signing. Various complaints and issues: change the Android manifest this and set the Platform that. The best I could do was get it there with no complaints, but it's not showing in the Quest store. I one time got it to where it warned that the app was for 6DoF only (duh) but no show. And another time I changed a true to a false in the manifest (as instructed by the dashboard warning), and then it said that V3 signing was not supported.
I'm working on implementing rooms for a multiplayer experience following the Oculus documentation: https://developer.oculus.com/documentation/platform/latest/concepts/dg-rooms/I'm able to send invites using Rooms.LaunchInvitableUserFlow. The invited user gets a notification to join the game, as expected. The app launches when the user clicks accept on the notification. RoomInviteAcceptedNotificationCallback should trigger when the user launches the app through a notification, but it's not being called. It looks like the Notification_Room_InviteAccepted message that should trigger the callback is never being sent. I've also tried checking the LaunchType on startup using: LaunchDetails launchDetails = new LaunchDetails(CAPI.ovr_ApplicationLifecycle_GetLaunchDetails()); if (launchDetails.LaunchType == LaunchType.Invite) { ... }But
I have created an application on unity, the users use oculus headsets and they can connect to a host which use it too. The host can move using the input of the oculus but the other client cant because the input are disabled as soon as they connect to the host. They have network transform and the tracking is working, only the input doesnt work. When I use the method GetConnectedControllers, it send "None". Is this a bug or I'm missing something ?Unity version is 2019 1.1 and Oculus 1.36.0
When adding the UIHelper prefab it directly assigns it to the right controller. How can i switch it to the left controller?Do need to change the HandedInputSelector.cs?using UnityEngine;using System.Collections;using UnityEngine.EventSystems;using UnityEngine.UI;using System;public class HandedInputSelector : MonoBehaviour{ OVRCameraRig m_CameraRig; OVRInputModule m_InputModule; void Start() { m_CameraRig = FindObjectOfType<OVRCameraRig>(); m_InputModule = FindObjectOfType<OVRInputModule>(); } void Update() { if (OVRInput.GetActiveController() == OVRInput.Controller.LTouch) { SetActiveController(OVRInput.Controller.LTouch); } else { &
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