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Developing in Unity 2018.4LTS and using Oculus Integration 1.37Related to this thread. LinkI have noticed on builds that the quality setting are being overriden to the 'Fastest' state. Below is the Rift settings I am using, set to the default. The problem persists whether or not "use Required Project Settings" is toggled. Any thought?
https://developer.oculus.com/documentation/unity/latest/concepts/unity-hmd-emulation/I must develop application without OuclusRift, RiftS.I use OVRCameraRig with OVR Headset Emulator(default)So, I want to use this feature, but, it doesn't work.Anyone can us emulation without OculusRift, RiftS?There is a warning.```Virtual Reality SDK Oculus failed to initialize.Will attempt to enable None instead.```
I’m trying to have a gun type of thing attached to the players hand, and I have it somewhat working, but the origin of the ray and it’s direction seem to change based on the position and rotation of the hand. Sometimes it’s perfect, and sometimes it’s 3 feet to the right of my hand shooting 30 degrees to the right of where it should be, and anywhere in between. The rays origin is a cube that’s a child of RightHandAnchor and the direction is the transform.forward of right hand anchor. Does anyone know what’s happening here/how to fix it?Edit: testing on Oculus Quest
HiI'm having trouble trying to figure how to rotate just or the left or right eye camera in Unity. I need to do this for people who have misaligned eyes. It would mimic the effect of placing a prism in front of one eye which is what is done for people with misaligned eyes. Any help would be much appreciated!
I'm making a game where the player is stationary. I want the player to be able to look around, but not move their head in the game. So if they're sitting down looking at the center of a dart board, and then stand up, they should still be looking at the center of the dart board. And even if they moved around outside the game, their head would still be at the same location in the game. How can I accomplish this? Which Ovr* scripts should I study closer?Maybe relevant: I have a LocalAvatarWithGrab as a child of a GameObject with a Rigidbody. I move the Rigidbody by using my own script.
Hi. I'm trying to auto connect oculus go to pc with Unet. It works fine but when head set goes to sleep and then wake up it wont connect to pc anymore and I havo to reset headset to make it work again. Any Idea how I could fix this problem?my code works fine on android devices but on Go I always have problem after headset goes to sleep.
I created an all new 3D project in Unity 2019.3.0a3 and imported the latest version of Oculus Integration from the asset store and was greeted with 60 errors similar to the one pasted below.The type or namespace name 'UI' does not exist in the namespace 'UnityEngine' (are you missing an assembly reference?)Any idea how to solve this?
Can Oculus sdk support WebVR?Thanks in advance.
Hi There,I have setup my Unity project so that it builds and runs on the Quest. Building to the quest however, can take several minutes each time - and for incremental changes and debugging this is not feasible. So I would like to run the application in Unity play mode on my Rift for development, and then build to the Quest for testing. i'm using the oculus integrations and the player controller prefab - this works fine on the quest, but in play mode its not running on my Rift. I just get a fixed camera on my monitor, and nothing at all inside my Rift (just Oculus home)? Is there something I'm doing wrong? Seems like this should be easy enough to do.Cheers
my end goal is to be able to move character forward, backward, and strafing left and right by detecting where you are touching on the touchpad and if you are pressing in on the touchpad (and not just touching it).using something like if OVRInput.Get(OVRInput.ButtonTouchpad); to see if you are pressing in on the touchpad.also OVRInput.Get(OVRInput.Axis2.PrimaryTouchpad); to see where you are touching, and then setting up values that will move you in the proper direction. i am pretty new to unity and game development. but if anyone could help me wrap my head around how to set this up it would be much appreciated. to at least get me on the right track.
Hey there, we have a little problem while developing for the oculus quest. If we try to combine the OVRPlayerController with the LocalAvatarWithGrab prefab in Unity we get a strange problem. Grabbing works only sometimes. We need to grab an object very often to get it connected to the hand. When we use only the LocalAvatarWithGrab prefab (not combined with OVRPlayerController) everthing works like a charm. But we need a Character wich we can moove inside the game scene via controller. We put everything together with this hierachy:OVRPlayerController -OVRCameraRig -TrackingSpace -LocalAvatarWithGrab -LeftEyeAnchor -CenterEyeAnchor -RightEyeAnchor -TrackerAnchor -LeftHandAnchor -RightHandAnchorGrabbing works sometimes but not everytime. If i deactivate the OVRPlayerController script in the inspector grabbing objects works like
Not sure what to do - I've been trying to build and run some basic scenes that come with the Oculus Integration package and every time I get a black screen. Several home button presses will pull me out of the demo and then I can proceed back into the unknown sources application which just goes black again. No apparent issues during build...If I hit the play button I'm able to preview the scene on the Rift fine.I also tried using side-loader software from Headjack to install the .apk onto the GO, but again it launches a black screen.
Im making a project on unity 2018.1.3f2. for occulus. The scene takes places at night. I use linear color space, automatic win api, single pass stereo, with shared depth buffer, hdr, and unity postporocesing. Between our team we share project using collaborate. On my pc the scene in vr glasses looks the same as in editor(i have geforce 1050ti, other members of the team have laptops with geforce 1060, all Nvidia) It is clear that they have darker gamma in the glasses, bnot only because its darker, also color hue is shifted a bit towards more satured and a little more red. We made several other projects in day light, and studio lighting(softbox style) mostly on 2018.2 and we didnt had those problems(or they were not noticable)Is there a
Can we able to Develop WebVR application in Oculus Browser using Unity?
Hi there,There is some strange issue and i cant figure it out what is the problem. When i go 'build & run' my app on device, then app starts automatically and it works fine. But when i attach device to Oculus and than try to start app from Library, it's in 'Not Installed' folder with screen on it 'Not Compatible'.I tried to install .apk from MyFiles in Samsung, but still same problem.Any suggestions what could go wrong?Unity: 2019.1.1f1Device: Samsung S7 edgeThanks!
Hello. My name is Fenice59 and I have been following VR since its birth. With the advent of virtual reality, we have been able to experience first-hand experiences of the most welcome level in various topics covered in the games made available by the various production companies. These include the beautiful "Star Trek Bridge Crew" by Ubysoft. But what has left me a bitter taste in the VR sector in these last few years is the fact that no house seems to consider the idea of creating a simulator in first person. Because with Star Trek bridge Crew, Ubysoft has perfectly made the idea of what it means to be in the command post of the Enterprise, giving us a complete virtual body of everything, including arms and not the usual hateless bodyless hands, I said to myself that surely whoever develops games and simulations in VR for PC, is able to create a simulator along the lines of Star Trek. I am waiting with trepidation for someone to remember the beautiful, fascinating and stimulating
Hi~I charged some GearVR app with Galaxy S7 edge, with android OS 8. This runs well with S7 device.But with Galaxy S10(Android 9), App is installed but it crashes and exit to occulus dash board.My app is made with Unity 5.3.6, perhaps occulus intergration version 1.3.2 or 1.5.0How can I solve this? Should I update occulus intergration version or unity version..??Any suggestion will be helpful, thanks in advance :):)
If I check off Use Positional Tracking in the OVR manager this is what happens. All I want is to mount my camera on a movable object and not allow the camera to move off the object if the player moves around. What am I doing wrong? Unity v2019.1.1f1, Oculus Utilities v1.36.0, OVRPlugin v1.36.0, SDK v1.37.0.
I've been working on a Oculus Rift game for Unity for a while now, and I noticed something today that I haven't noticed before. When I poll for the current state of the PrimaryIndexTrigger for Update(), there seems to be a noticeable lag for what gets reported back to Unity.For example, if I rapidly pull the trigger all the way down, it takes a good 200-300 milliseconds (maybe more?) for it to return 1 from OVRInput.Get(). If I do several trigger pulls in rapid succession, ensuring I pull the trigger all the way down (hearing the physical plastic click on the controller), I've found that OVRInput never reports "1" only reporting a random range of about 0.87-0.94, and even then, lagging a bit behind when the trigger pull actually occurred.In my game, I want to play a sound when the trigger is fully depressed, and only fully depressed, not ~50% like you get from OVRInput.GetDown(). My workaround has been to simply lower the threshold for what "fully down" means from 1 to about 0.9, which
I've been scouring the web for info on this. I got the Stereo180Video scene in the Sample Framework working on my Oculus Go following the steps outlined here. I tried working my way from there to a 360 scene but couldn't get it to play in 360 on my Go. It kept projecting it to a 180 surface in the headset. Does a similar example scene exist somewhere for how to set up a Stereo 360 OVROverlay for the Go?Oculus Integration 1.38Unity 2018.3.11f1
I'm using unity 2018.3.7f1 with oculus integration 1.35 and oculus (desktop) 1.29.1. In any of the demo scenes when I teleport about half the time it will shoot my playercontroller out into space. The other half it works fine. It acts as though it's colliding with something and applying a huge horizontal force causing the playercontroller to slide right off the ground plane. You can't teleport off the ground plane so that's not what's happening. I added some walls to keep me from flying out into space but for the life of me I can't figure out what's going on.
Hi all,Lip sync is great, I was wondering if there's any way to integrate this feature onto existing avatars, a tutorial on the subject would be great.Any help would be appreciated.
Context info (from OVRManager's console log):Unity v2018.2.21f1, Oculus Utilities v1.37.0, OVRPlugin v1.37.0, SDK v1.38.0.---Yesterday, the sdk version was also 1.37.0, I'm not quite sure how that updated but the crashes have happened with both versions.The crashes are not logged in Unity's output log, nor are there any hints as far as I could tell. I used the OculusLogGatherer tool to finally find what was causing the crash. I'll paste the event logs.The Unity application we're developing is a crane simulation, where we teach the player how to give specific hand gestures/motions to signal a crane. To help with that, we use the Oculus avatar system to record a developer giving the correct signals and play the recording back at runtime for the player to mimic. This project has been in development for 2 years and we have updated our Unity version and Oculus sdk and plugin a few times over that span. The signal recordings were taken a long time ago and we have updated our project since th
Play mode Unity Console Alert DllNotFoundException: libovravatar :'( :'( :'( I'm use Unity 2019.1.7f1 Personal (Mac OS)
I'm using the Oculus SDK for Quest. I've found that Input.MouseButtonDown(0) is called when I press the index trigger or push in on the thumbstick. This isn't ideal as it clashes with testing in the editor. Is there a way to disable the controller from calling MouseButton functions.
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