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Hi, developers.I would like to ask one question."Where can I get Oculus remote jobs?"I mean, the best site for getting Oculus jobs.Thanks.
Hey everyone,I am trying to use the native oculus utilities plugin and don't want to implement special SDKs for every platform. Therefore oculus is also providing the cross-platform compatibility for the SDK. Unfortunately I am running into problems when trying to make the grip poses work with other platforms. I am currently running a windows mixed reality device.Problem:The index finger pose is not working. It's doing something weird with the grip pose. When using the grip button it is showing the grip pose which is completely correct. Just the index finger (trigger) pose is kind of broken. Anyone else experiencing such an issue?Video: https://youtu.be/4Xzr8nMfsdMBestChristian
Hi guys,I'm having trouble for a school project due soon.I must have a fire extinguisher that should be grabbed with a hand by the handle, and then the hose should be grabbable as well and aimed around with the other hand.I tried using joints, grabbable scripts, colliders, rope scripts, and I have absolutely no results.Do you guys know how I could achieve this ?
The User ID of the user who created the App ID is called up, but the User ID of the other user is not loaded. I can not implement a Custom Avatar between users. Only the avatars of the user who created the App ID are personalized.
LocalAvatar doesn't match OVRCamerRig PositionAvatar under floor half..I am waiting for your advice. thank you.
Hi all -I'm coming acrtoss something weird, I'm creating files in persistentDataPath but I can't see them until I reboot the GO.Any ideas why this is happening?Thanks!
I am new to oculus go and unity also, so i need support to build application
Update 01/31/19: v1.34 of our integration has been released. We highly encourage developers who are using v1.32 of our integration to upgrade to v1.34. Developers using previous Unity 2018.3 versions, we also encourage you to upgrade to Unity 2018.3.3f1 immediately due to compatibility issues. You can read more about this here.Update 01/22/19: New workaround steps addedThe Oculus Unity Integration is currently incompatible with versions of Unity 2018.3 prior to 2018.3.3f1. At this time, we encourage you to upgrade to Unity 2018.3.3f1 immediately. Here are the previously recommended workaround steps for those who were on Unity 2018.3 prior to 2018.3.3f1 (as detailed from this post):Follow the steps on Importing the Oculus Utilities Package (https://developer.oculus.com/documentation/unity/latest/concepts/unity-import/) to remove the existing Oculus Integration package.Open your project and navigate to the Package Manager (Windows / Package Manager). Then install the Oculu
Hi,so what I am trying to do, is to change the OVRCameraRig's position and rotate the CenterEyeAnchor afterwards, so it is facing the point it was looking at before the position change.This worked for a normal camera but somehow it doesn't work for the CenterEyeAnchor. Is there any way to rotate the camera to the disired point?RaycastHit hit;var ray = centerEyeAnchor.ScreenPointToRay(new Vector3(Screen.width / 2, Screen.height / 2, 0));if (Physics.Raycast(ray, out hit)){ var point = hit.point; transform.position = Position; centerEyeAnchor.transform.LookAt(point);}
As seen here and here, various stereo shader effects break in Unity versions that has asymmetric FOV rendering enabled (2017.4.11f1 and above). Neither of the aforementioned threads ended with the problems being fixed. While fixing those shaders to adapt to asymmetric FOV is one solution, going around fixing every single one of them can be costly. Is there a way to disable asymmetric FOV rendering? Poking around in OVRPlugin.cs, it seems that only querying the current state is exposed. Is there some method to manually disable asymmetric FOV to make the shaders work again for the time being, or is going back to older versions of Unity the only way out? The latter method doesn't seem likely now that 2017.4.11f1 has been declared the minimum supported version.
hey,I am new in unity and made my first steps. Now i am wondering why the lighting and textures from my scene looking different between what i see in the playmode in unity vs when i run it on the quest.All Walls, Floor and Roof is set to "static" to create a baked lightmap. From Unity PlaymodeOn the QuestThats my only light sourceMy Lighting Rendering SettingsScene Overview
Hi, is anyone else having this problem?Yesterday we moved our VR project to 2019.1 and everything worked fine until we added the Post Processing StackV2 2.1.4. When we hit play, the camera freezes, but does not pause or show any errors. When the post processing is turned off it runs well again.We are using:Unity 2019.1.0b5Post Processing StackV2 2.1.4DeferredMulti passOculus integration version 1.35Standard render pipelineEverything worked well in Unity 2018.2.6f1
Hi everyone! I'm currently working on an art project that involves a one scene VR game built on untity and I'm kind of stuck on something! here is my set : I have the oculus headset plugged to my laptop, with sensors and all (pretty usual), but I also have a video projector (plugged in HDMI to my laptop) that projects on a wall the output image I have on my screen (I don't know how to say it more precisely in english). So, double question : 1 - How can I set the audio so that it comes out from the headset but also from the laptotp so that I can plug a speaker in it? 2 - When I build and run the game, I don't have any output image of the game on my laptop screen unless I or someone puts the headset on, wich is fine by me, but the sound is playing constantly, even when nobody wears the headset. Is there a way to set the audio so that it starts simultaneously to the output image, only when someone puts the headset on? Like some settings or a line of code? If someone has an
Hi. The input methods for the rift contoller buttons in unity (versions 2018.4.1f1, 2018.3.7f1, 2017.4.27f1) don't seem to work.OVRInput.Get(OVRInput.Button.One) and similar give no result (or always "false") for any of the buttons be it right or left controller. Samlpe scenes provided in sample framework have also dead buttos. The avatar's finger poses don't change either, when fingers put on puttons or removed from them. I'm almost sure the poses worked last week, when I had the very first test run importing the Oculus Unity Integration. The oculus app updated two days ago - may this be causing the issue?Has anyone same problems?What might be a solution?This ist the exceptional case, that I write in a forum. Usually I find all my answers by googling and reading. This time I failed permanently.Any help appreciated. Thanks for replying kindly
Hi,i made a small Scene with a Landscape , my OVR Camera Rig and a small "fly Animation" (position change) with that rig. I unchecked the "loop" Option of the Animation, because i want the user to take Control of the camera after the Animation Ends. The Problem is,, that i stuck in this Animation because i´m not able to use the Controllers (what usually works without animated OVRCR) . What did i Forget? I also tried to use the "timeline" as an alternitive...unfortunatly, i have the same problem with that timeline. It seems, that all scripts are inactive. I can move my head during the animation but i am not able to take control at the end. I hope you are able to understand my school english ;)
Using: Unity 2018.4.1 LTS & Oculus GOI am using a gaze pointer to interact with Unity UI.This is supposed to happen when you pull the trigger, exactly how I defined it in my script: a swipe left or right on the touchpad of the go-controller however triggers clicks as well. I did not define this myself, it's just a thing that happens and I can not figure out how to work around it.I found and fiddled around with solutions proposed in this thread and this thread.However, none of these solutions provided me a way to get rid of these swipe clicks while keeping alive index trigger clicks.My Input Manager (Index Trigger Interaction with UI seems to happen in OVRInputModule): private void Update() { if (OVRInput.GetDown(OVRInput.Button.PrimaryTouchpad) || OVRInput.GetDown(OVRInput.Button.Two)) { ToggleVidInterface(); } if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) { Start
First - can't figure out how to get an Arduino to calculate the speed of a bicycle and send the data to the app for that to be the speed the bike goes in VR - oculus integration won't work for me - can't figure out how to make randomly generated terrain that is bigger than a certain amount- I can't find out how to use the controller's touch controls as I want that to be used for steering (not buttons (but that would be helpful too) the touchpad on the controller)Any help would be greatly appreciated
I've tried following a couple tutorials for grabbing and finally found the Oculus sample framework called 'Room.' This is a room of cubes that should be grabbable and it builds just fine. I can move the "cube hand" just fine. I can inch forward and backwards on the Oculus Go controller track pad. I can't figure out how I should be grabbing things.One thing is that the OVRGrabber script has the 'R Touch' controller selected and the Go doesn't use the Touch. I tried selecting 'All' But no luck there. Is there some script that needs to be edited to allow for the Oculus-Go controller to grab things?Thanks!
Hey we have a problem with our current Oculus Quest game. Everything runs well except the Tiled Multires Level doesn't.I set it in the Awake of my VRManager. Also tried the Start function. OVRManager.tiledMultiResLevel = this.tiledMultiresLevel;In the Build it say that the TML is on for this devices and set correctly. But when i look at the edge of the screen, it is still fullres...Some ideas?
Hi,I am following the oculus unity standalone example code for entitlement check but it didn't callback. (Update: it works with a build but not in UnityEditor. The following issue only exists with UnityEditor)try{ Core.Initialize(); Debug.Log($"Oculus initialised {Oculus.Platform.Core.IsInitialized()}"); Request request = Entitlements.IsUserEntitledToApplication(); Debug.Log($"request id {request.RequestID}"); request.OnComplete((Message msg) => { Debug.Log("Entitlement check finished"); if (msg.IsError) { // User is NOT entitled. Debug.Log(msg.GetError().Message); onFailed(); } else { } } ); OVRPlugin.occlusionMesh = true;}catch (Exception ex){ Debug.Log("failed to init oculus", ex);}I added Debug.Log in Callback.HandleMessage(Message msg) in Oculus sdk and found the request id in Message was mismatched with the request id w
I'm trying to take screenshots for my submission to the store but the screenshot functionality doesn't work for my app. My app is currently in the system as a beta so I can open and play it on the Oculus go but when I try to take a screenshot it switches back to my app but I don't get the red dot that flashes for few seconds then takes my screenshot. It still works in other apps but just not in mine. Strangely, video does seem to work, or at least the red dot appears in the app. I'm not seeing any resulting video anywhere, should that show up in the gallery?
When we import our project into 2018.2, we get these errors and the oculus has disabled VR.I did a logcat and found the errors below. I know that unity has its own built-in OVRPlugin, so it seems to be a conflict. We tried a build with the most up to date oculus utiliies installed. And we also tried one where we only installed the scripts that we needed from the oculus utilies, and relied on the unity DLL that is included. Same result. Downgraded to 2018.1 and it works well with the Oculus Utilities on the first try.Is this a known issue or is there some migration process that I'm missing for 2018.2?As you can see below, it shows the plugin version as 0.0.0. This same error happens if we use the included .26 version.Here's the log:Unity v2018.2.0f2, Oculus Utilities v1.27.0, OVRPlugin v0.0.0, SDK v0.0.0.07-23 19:09:59.542 2393 2408 I Unity : OVRManager:Awake()07-23 19:09:59.542 2393 2408 I Unity :07-23 19:09:59.542 2393 2408 I Unit
Hi,When downloading files using the UnityWebRequest and DownloadHandlerFile classes the progress is always at 0. When testing via Unity the progress updates just fine.Any ideas what could be causing this? Perhaps it is a bug.Thanks!
I am using Unity 2019.1.3f1 and Oculus Integration 1.37. I just tried converting my project over to using the LWRP and now it won't run on my Quest. Is there something I might be missing? If there is a texture that didn't upgrade correctly, could that prevent it from running? I was hoping it would just be pink in the game like it is in the editor.
Just imported the Oculus Utilities into unity, and I'm getting a few dozen errors right out of the box... I'm guessing I did something wrong upon import?By analyzing the errors I'm guessing the crux of the issue is the first warning (not error) which is "Oculus Plugin could not be loaded".The proceeding errors are as follows: https://pastebin.com/VKJuATXZ
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