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I'm on the most recent Oculus integration version using Unity 2018.3.6f1Is there a place where you can find the default hand materials? I wrote a little script that prints the asset path for the material, but the path was coming out empty.
Using:Unity 2017.2 OVRPlugin 1.18.1GearVR controllerSteps to duplicate:Taking input from "GetActiveController"Press one or more buttons on the controllerRelease all buttonsActive controller becomes Controller.Gamepad Effect/Issue: "GetActiveController" will switch from the currently in use (right or left tracked) controller to Controller.Gamepad.Since the gamepad has no position info, it sets the local position to 0,0,0 and the controller is ignored until the trigger is pressed and held or you take off the headset and put it back on.A workaround is to explicitly call the right or the left input, instead of GetActiveController.
So, I have some software that currently uses the Oculus Rift.Instead of having an arbitrary coordinate system/origin in Unity like many of the first person games, I need to place the user in a very specific position. This is required because the user is interacting with real hardware/controls that also are shown in the virtual scene. I need the persons view to be relative to the real world. I was able to do this using a script that I originally got from the oculus forum.Now that there are no sensors to use for this purpose, will there even be a way for me to do this on the Rift S??? There is no longer any physical element that can be used to "calibrate" where the user is relative to the physical controls.Hopefully that makes sense...Thanks
Is there a place I can specify the camera's root angular velocity to async timewarp, through Unity on the Oculus Go?If it don't, ATW produces apparent double images of the environment objects when the camera root rotates. From previous experience, I know these to be artifacts of refreshing the screen without refreshing their positions when interpolating, and know it to be solved when the interpolation takes the root angular velocity into account as well as the user's absolute head angular velocity.If there isn't a direct way to set it now, is there an indirect or trick method we could apply at some stage in the render pipeline?Thanks for any help!
Version 1.36 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.1.36 Update NotesNew FeaturesThe Oculus Integration for Unity (not including the Avatars components) has been updated to support ARM64 development.Integration ChangesUpdated the Oculus Unity Integration to 1.36, includi
Hello,I have import oculus integration plugin and create new object with 'OVRGazePointer' script.The gaze pointer is not shown. Any tutorial do not solve my issue. Someone can explain me how to do that?Also, I have tried to run sample scenes from this plugin, i.e: GearVrControllerTestUIAnd the cursor not shown. (I talked about GearVr without controller. Only headset.)Many thanks
Hello, i am new to VR, i am using unity 2019.1.2 and latest unity integration. have followed everything according to the tutorials provided but still when i run my apk and connect my device to vr gear it doesn't show a thing just the vr gear app launches. i am using note 5 and s8+ and only on s8+ it says application closed unexpectedly. Can anyone guide me what i am doing wrong?
Apk doesn't run on VR after inserting the device in vr gear. just goes to the vr gear oculus app. I have followed every step to ensure the apk to run correctly but just after inserting the device in vr gear black screen appears and oculus vr gear app launches. it is happening on both note 5 and s8+. But only on s8+ it says app closed unexpectedly
Currently, when I click "Build And Run", Unity compiles an apk and I can test it on my Oculus Quest headset (this takes a while to compile, however); is there a way to quickly test via the headset on "Play" in Unity before apk compilation?
I'm trying to get my touch controllers to vibrate. I've tried with OVRPlugin.setcontrollervibration but have had no luck. Has anyone succeeded in getting their controllers to vibrate?
Is LWRP supported on Oculus Go or not? I am using Unity 2019.1.0f2 version and I have changed every setting in Unity but somehow the app always crashes before the scene even loads. Will this also occur in Oculus Quest? Is there any work around?
Hi all,During our development we have an issue where when transition between scenes and loading them we fade to white and then load the scene, and finally we fade back out. However as a result of the load this causes freezes and obviously it doesn't keep updating and rendering. The result of this is we have a white quad in front of our face but looking around left and right there is a lot of black tearing / black background. Basically, is there any way to change that black background default clear colour? It would be very beneficial to us to keep the fade to white and there must be this option to change it we just can't find it.Cheers, Patrick
Hi, I'm a Unity dev and I'm wondering if there's a way to work with a WebView on Oculus Go/Quest?
I've connected my Oculus Quest headset via USB, and authorized adb (now shows "attached" with "adb devices" via shell). I've enabled "Virtual Reality Supported" in XR Settings in Unity and verified Oculus SDK is present. I added a plane and a cube to a scene. When I press Play I'm not seeing it in my headset. Am I doing something wrong?
Hi,I'm looking through the OVRPlayerController script to disable running with left Touch trigger.I managed to do it easily for Shift keys here, by changing moveInfluence from 2.0f to 1.0f:// Run!if (dpad_move || Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift))moveInfluence *= 1.0f;Technically it is still running, but it doesn't matter if it's x1.0 speed. But this doesn't change the left Touch trigger running - it still turns on run mode. How can I disable trigger running?Thanks!
Hi, there.How are you?I have tried to see multi videos at a same time.My purpose is to see 8 videos in 3D. They should be played simultaneously.I use Video Player component in Unity3D.The device is Oculus Go. Not Standalone.Of course, on standalone, it is working. But on Oculus Go, no.I think that it will be same on mobile, too. Could you please give me your opinion?Hope to hear more from you.Cheers.
I am having an issue with a VR experience that I developed in Unity for the Oculus GO, I have it on a the Beta channel and shared it with a user in Poland, I can see and download it in US, but in Poland it shows up as incompatible on their go.Thanks in advance
I’d like to put up an app logo when it’s being recorded or snapshotted. Is that possible to tell when that starts and stops from the unity integration?
Hi All, Sorry for my ignorance but I have to make Unity FPS head mounted oriented movement mode for a VR device. Does anybody know how to do it? Could you advice me?Thanks for your timeAlejandro
What is the best way do hand poses in practice with custom mesh?Blending animation by registering touch / near touch?Or is there any prebuilt references to point, grab etc?
I am trying to create a Wave Gesture detection so when the player waves they can interact with a NPC. I know I should be checking the distance between two position. I tried doing multiple swipes but without having a button to press down and release it didn't work correctly. The problem with that is having the player press the button for each swipe seemed like a terrible design choice. Any help will be greatly appreciated.
Has anyone successfully written a fullscreen image effect in Unity that runs on the Oculus Quest?Assumptions:We want to (have to?) use Single-Pass rendering. Post-Process Stack v2 is, to the best of my knowledge, unsupported (and will never be supported) on Quest.We are not using the Scriptable Render Pipeline
I want to develop an oculus go application using Unity Game Engine. I want to use my VR videos via internal path because VR videos size are so high. In fact, i want to use oculus go internal file path for open my video in my application. How can i access my videos filepath using unity app?
So I've made a custom grip pose in the oculus grip pose editor and I would like to know how to actually set this pose for a specific object so that it snaps to that grip when I grab my object. For this pose I made an open hand for a large cup because currently it grabs through the cup to pick it up. I know how to assign a grip pose, but this just makes my hands always be in that pose. Are the poses say in "first contact" triggered with script or is there someway that the poses are being assigned on the individual objects? If anyone could shed some light on this I would greatly appreciate it!
EDIT: disregard question below, I finally found the fine print answer:"The minimum supported version for Oculus development is Unity Editor version 2017.4.11f1."Sigh. Thanks anyway.Just picking up development again after a six month hiatus and it appears the current Oculus SDK is no longer compatible with Unity5.This is the current link I tried:https://assetstore.unity.com/packages/tools/integration/oculus-integration-82022Is Unity5 still usable for OculusGo development?
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