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Hello! So I would like to get custom hand poses working on oculus quest. Currently If I try to go into the GripPoses scene and press Play, no hands show up. Presumably because these scenes are built for Rift/S? Having actual hand presence and custom grip poses for objects in my application would be a huge plus so hopefully there is a way to figure this out for the Quest?
So I've used Unreal Engine 4 for VR development. I decided to branch out and see what Unity had to offer. The first thing I decided to do was just follow a braindead simple video tutorial. I followed this one: https://www.youtube.com/watch?v=qiJpjnzW-mw&t=194sI'm having this problem where the hands work, but the entire face/body rig is like 5 feet above the player. Also my floor position is about a half a foot above the plane. After re-examining this video tutorial and his OVRPlayerController and LocalAvatar repetitiously, I've reached the point of insanity expecting the same thing to yield different results. Might anyone know why I'm doing the exact same things as this guy and yielding different results?Thanks
Oculus SDK 1.37 FFR feature: /// <summary> /// Gets if tiled-based multi-resolution technique is supported /// This feature is only supported on QCOMM-based Android devices /// </summary> public static bool tiledMultiResSupported { get { return OVRPlugin.tiledMultiResSupported; } }https://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_texture_foveated.txthttps://www.khronos.org/registry/OpenGL/extensions/QCOM/QCOM_framebuffer_foveated.txtHi, allCan someone tell me if Oculus' FFR feature is use an extension of qualcomm GL?Thanks.
I have a weird bug when trying SampleFramework examples in Unity with Oculus Quest. In the DistantGrab scene when I distantly grab an object it pushes me out of the scene once it hits my virtual hand.Also, I have a similar bug with VRTK v.4 - when I hit into an object in the sample scene it bounces me away or sends into sky. I suspect the cause might be the same.My environment:Unity 2019.1.4f1Oculus Utilities 1.37.0Mac OS 10.14.5
Hi All..I am hanging on developing a WebVR application for Oculus Browser platform in Unity3D editor.Please suggest me the documentation to do this if possible..Thanks in advance..
I am using 2019.1.7 with an Oculus Rift S.I have made a new project with a few cubes that have rigid bodies and OVR grabbable scripts. Imported the OVR Camera Rig, Local Avatar, Grabbable Right/Left. It all works as intended that I can grab these blocks, but when playing in the editor with VSYNC turned on, my framerate is sitting at a steady 30-35 fps. When I turned VSYNC off, it's running smooth as butter but I can't grab anything. Anything I should be turning on/off?Again, VSYNC off and it's running perfect.I am wondering if it's because I have my computer plugged into a TV? I am using a samsung ks8000 which I believe has a 120hz refresh rate. But it may be that NVidia geforce experience is trying to match the framerates of the oculus and the monitor?
Hi..I am searching the latest documentation for how to make Oculus GO controller interaction with Unity UI.Please guide me..Thanks in advance..
Hi, I tried getting boundary test results, but all I got was empty floats and vectors. I went into the code of OVRPlugin and noticed that I need to have plugin version of 1.8 or newer to be able to use that function. The version that I have is 1.37, so maybe those functions are not implemented yet? if so, is there any other way I could get player's localPosition inside the guardian system?
The docs have an inconsistency regarding whether to uncheck or check the " Disable Depth and Stencil" option. Wondering which doc is correct?Says to Uncheck: https://developer.oculus.com/blog/tech-note-unity-settings-for-mobile-vr/Says to Check: https://developer.oculus.com/documentation/quest/latest/concepts/unity-mobile-performance-intro/#unity-mobile-performance-introThis link says to use Multi Pass, but shows image with Single Pass selected: https://developer.oculus.com/documentation/quest/latest/concepts/unity-build-android/ I believe the preference is to in-fact use Single Pass, and Multi Pass is a typo...IMO, I think the docs could use some consolidation regarding setting up a Unity project for Android. The info is scattered across the following links:Maximizing Performance: https://developer.oculus.com/documentation/unity/latest/concepts/unity-mobile-performance-intro/Best Practices: https://developer.oculus.com/documentation/quest/latest/concepts/unity-best-practices
PSA: Developers if you're having any issues go to %appdata% and delete the Oculus folder. Unity integration is being cached (wrong version). You'll spend days debugging the wrong code. This is probably a large part of the reason people think the Oculus Unity integration is so bad we've all been using the wrong version which has caused endless problems. Unity needs to serve up the current version and not just keep caching a bad version of the tools.
Version 1.37 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 FeaturesThe 1.37 Oculus Integration for Unity adds development support for the Rift S headset.Integration ChangesUpdated the Oculus Unity Integration to 1.37, including:Updated the LipSync integration to 1.37Integra
I have a problem with using the OVR overlay on a quad. In my scene I have 2 quads with exactly the same size and position, positioned in the world space. One of the quads has the OVR Overlay script attached to it. They're both using the Unlit/Transparent Cutout shader. When I run this in the unity editor the position of the quads is correct. But when I run it on the oculus go the quad with the ovr overlay drops down 50% on the Y axis (see image). Is this a bug or is some additional set up required?
Dear experts !I spent 2 days trying to figure out the reason of following behavior: everything fine in editor and when I am rendering my menu texture as mesh , but it shifting up along Y axis when I am switching to OVR Overlay script leaving collider far below.Problem exists in world space only - when I put menu as child of CenterEyeAnchor it renders in place.The same problem described here, but without unswer:https://forums.oculusvr.com/developer/discussion/75395/unity-ovr-overlay-incorrectly-changes-y-position Reading all overlay-relayed doc gives nothingOculus GO / Unity 2018.4.1f1 / Oculus Integration 1.37.Please help - I am completley stacked.Thanks in advance.
Do I need to be a registered developer to enable developer mode on an Oculus Quest to test Unity3D apps?
i used free unity and built a project from a tutorial. it turned out good but i can't cast it to my phone from my oculus go. how do i enable casting?
Is it possible to use Unity Remote feature in Oculus Go? If not, is there any other way to get input from controller or HMD orientation while running project in Play Mode from the Unity Editor.
Is it true that to implement even the most *basic* VR-ready avatar rig (with hands, controller meshes, and teleporting of course!), I have to hand-construct a new prefab from scratch following these convoluted instructions: https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity/ ? I've loaded the Oculus Utilities, but all that provides are the raw materials and I'm left to waste time assembling the same prefab every time, with mixed results.If true, this is bizarre. I would guess 95% of folks building Quest, Rift or any other Oculus VR app will need just such a prefab to even get started. Please tell me it exists somewhere! Can't someone from Oculus just export a .unitypackage from one of the many demo apps?
Hey folks,I am new to VR development (programmer) and trying to learn. I followed the steps in this recent article and got a simple 3d cube to build an .apk.https://skarredghost.com/2019/06/08/how-get-started-oculus-quest-development-unity/However, when I sideload it onto the Quest and run it immediately crashes. I dumped out some logs via logcat but I don't see a useful / helpful exception in there.Setup:Unity 2019.1.6f1 (latest at the time of this post)Win10 Insider Preview Build ("latest" at the time of this post)Oculus Integration 1.37 via the Unity Asset Store - https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022 (latest at time of the post)Again, I followed the post to the best of my knowledge and got an .apk out. Then I sideloaded it via SideQuest.It crashes right away and here is the log. There isn't a lot of details on what went wrong. I do eventually see an exception (see below) after launching multiple times but not sure
The question is in the title.I made a Unity app, sideloaded the apk with adb (My Go is in dev mode). If the Go enters sleeping mode (after 15s - 15mn depending on the settings), when exiting the app restarts from the beginning (Unity Logo etc) and it takes a while (about 2mn).Before (maybe before an automatic update of the headset ?) I never had this problem.I tried the same apk on the quest, no problem, it does'nt restart the app after exiting sleeping mode.I tried several ideas without success, factory reset, kiosk mode etc...Some questions : - does anybody have the same issue ?- is there a way to avoid entering sleeping mode (of course this will quickly empty the battery...)- is there a way to turn off only the screen when entering sleeping mode ?- is there a way to install an older system (or firmware) version ? I know that it is possible to disable the automatic update process, but I am afraid this can't be done the 1st time you setup the headset, which is configured wit
In our application, we are using the OVROverlay to render our environment but we have some foreground objects that are transparent. According to the documentation, we should apply the "OVRUnderlayTransparentOccluder.shader", however in the latest "Oculus Utilities for Unity 5 V1.11.0" download, this file is not included. Also, searching Google and this forum do not have any other mentions of this shader. Was it removed? Is there a better way to have transparent foreground elements? https://developer3.oculus.com/documentation/game-engines/latest/concepts/unity-ovroverlay/
Hi,I tried integrating lip-sync using Oculus integration from the Unity Asset Store, following instructions from the lip-sync guide but it doesn't work on my instantiated character until my app loses focus. It starts working after my app loses focus (if i alt-tab back into the app) but then it's messing up with my microphone and Photon Voice stops working. Any help would be appreciated, thanks.
Is it possible to build a 64 bit version for the GO? I have selected arm64 in the build settings but when I run it, the plugin fails to load.
Hello everyone.I am trying to build the VRVoiceChat sample app for my Oculus Quest.I followed the prerequesite here : https://developer.oculus.com/documentation/platform/latest/concepts/book-sampleapp/Then I had an issue with the android manifest, but I manage to get pass this issue (which is still a bug since 2 years now).Then I followed the readme.txt with the GearVR part, because I suppose it's the same process for Oculus Quest.I have uploaded it and it's in my ALPHA channel : I have two questions :1) Where is the app in my Oculus Quest Library ?2) Did I do something wrong ?3) Did anybody have succeeded to make a VoIP app with the Oculus Quest with the Oculus Platform Tool ?Thank you
Hey, guys! So I'm having a little trouble understanding and setting up the Oculus touch UI in my own game. I'm not new to Unity and I've downloaded and studied the Oculus Sample Frmwrk, yet I can't seem to understand the steps on how to implement the pointer scene sample in my own game to be able to click on the UI. I've tried a few things and managed to get the reticle working but not able to click on any world buttons. A walkthrough or explanation for the touch UI would be EXTREMELY appreciated. Thanks in advance! :-)
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