Unity Development
Recently active
This page says the latest is 1.37 (published 5/20) and that it enables Rift S development:https://developer.oculus.com/downloads/package/unity-integration/However, the pages it points to all go to the Unity Store and it only has 1.36.How can I get 1.37?Thank you
Hi,I'm trying to add support for cross-platform avatars to the OpenVR version of my app, but I've run into an issue.These is how I've setup the Avatar component:I've disabled the component, but I enable it from code once I've set the "Oculus User ID" property to one of the preset IDs. The body of the avatar is working as intended, but the hands never show up. I've tried enabling the "Show First Person" property as well, but it had no effect.After some digging, it looks like this call to the Oculus API in OvrAvatarSkinnedMeshRenderComponent::UpdateSkinnedMeshRender (line 23) for the hand components, always returns a visibilityMask without any flags set:ovrAvatarVisibilityFlags visibilityMask = CAPI.ovrAvatarSkinnedMeshRender_GetVisibilityMask(renderPart);Is this intended behavior for cross-platform avatars, or a bug?Unity version: 2017.4.18f1Oculus integration: 1.32.1
Hi.I am preparing a version for the oculus store for the first time.I am currently looking at Entitlements.IsUserEntitledToApplication () for user authentication.When I played in Unity, I noticed that this function took about 12 seconds to respond.Is it the same when running formally through the store?Or is there a delay only in the development version?Thank you.
Hey everyone,at the moment I am working on my own Oculus Go App which contains videos which have alpha channels. Unfortunately this is not really working . I have 2 problems. If I start the App on Oculus Go without alpha channel the video is very rough. The other problem is that with alpha channel the video is not even played on the oculus Go.Can anyone support me with my issue? Thank you in advanced.matze
I'm trying to develop an app for Oculus GO, that would send some data to an Android device.Also, I need to be able to open the app's first scene (restart app) through the Android device.I am thinking about using Unity offline multiplayer using Unity's Network Discovery component, but am not sure if it's the right direction.What are the possibilities? What is the best way to do that?How can I make it work?
Hi everyone. Anyone knows a way to get the email of the user of your app?
Guys,I'd like create a app for loading another apps like oculus store. I tried with asset bundle, but the dynamic with scripts dind't work. It loaded all gameobjects, but what I programmed with scripts dind't work ¬¬How to solve this problem?
Hi! Is there an event or bool to check for when the headset becomes active & actively tracking? Basically, when the OVRCameraRig -> TrackingSpace -> CenterEyeAnchor position becomes non-Vector3.zero (which is what I'm currently checking for and which works, but seems hacky)? I'm needing this to position one on a seat in relation to the scene, based on one's in-rig location. Thanks!
Hey there, I tried to send a POST request with the Oculus Go. I used the Unity standard code (https://docs.unity3d.com/Manual/UnityWebRequest-SendingForm.html)and it worked perfectly in Unity.But when I loaded the program onto myOculus Go, it doesn't work. Do you have an idea how I may solve this problem? It would be very nice if you could help me.
Hi, after updating to the latest unity (2019.1) and Oculus Integration (1.36), my thumb and index fingers do not react to my touch controllers. However, the remaining grip fingers (middle, ring, pinky) do work. I've selected L & R touch for the input type (I'm using a Rift) for the OVR player controller/Local Avatar. Any ideas or has something changed? Thank you!
Hey everyone,I am trying to upload a version of my game to my dashboard, and then come the pleasure to deal with the AndroidManifest.xml...When I generate mine through Unity I got one that does not work.So on the documentation they give some specification :https://developer.oculus.com/distribute/latest/concepts/publish-mobile-manifest/Like to use this one :https://developer.oculus.com/documentation/mobilesdk/latest/concepts/mobile-native-manifest/And add that android:debuggable must be false.Except that on the example file there is no line for debuggable, why is that?I added it to my file + other lines I had to add to pass different errors while importing and here is now my manifest:<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="myGameName" android:versionCode="1" android:versionName="1.0" android:installLocation="auto"> <application> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only"/> <activi
Hello every one, I'm developping a VR game with oculus integration for unity. My device is an Oculus rift but, my game must work on another device like the Lenovo explorer. Did this apk allow us to change our device as we want without any bug? Thanks in advance
I've gotten the procedure outlined in the docs working: make a build from Unity, install it using adb, open it on the Oculus Go headset. It works!However, that's a prohibitively slow workflow. I need a way to press Run in Unity and see the app launch in the headset, like I can using a non-mobile VR platform.If that's not currently possible, how is one supposed to develop apps for the Go? Is there some way to simulate the VR environment within Unity without using a headset? Or, should I develop using a full Oculus or Vive and then convert it for mobile as a final step? I don't feel it will be practical to have to make and transfer a build and navigate the menu system every time just to try my latest changes.Thanks in advance
Hello,I have ordered an Oculus Quest as I would like to create a multiplayer experience. I would like to know:- Where can I find a simple tutorial to implement it in Unity? (the Social Starter App seems quite outdated and no much documentation about it)- Do I need a second headset to test my app or there is a way to do it using my computer to simulate a second playerIdeally I would like the user to communicate over VoIP. Any help would be much appreciated.Thanks.
I am writing an oculus app and running the oculus validator. It is my understanding that the app needs to stop outputting frames when it looses vr focus: https://developer.oculus.com/documentation/unity/latest/concepts/unity-lifecycle/However, I am not clear if I am supposed to be doing this manually. From what I can tell on old forum posts, unity is supposed to handle this automatically for me. From what I see, when the the app loses focus, it's mirror window on the computer screen goes black, but the TestSubmitFramesWhenNotVisible fails anyway with 2 frames submitted. Is there some code that I should be calling in my unity scripts in response to OVRManager.hasVrFocus?I find it interesting though, that the number of ovr_CommitTextureSwapChain goes down from 36 to 2.'''"c:\Program Files\Oculus\Support\oculus-diagnostics\OculusVRCValidator" --path build/game/game.exe --test TestSubmitFramesWhenNotVisible 22/03 23:46:57.299 {INFO} [Kernel:Default] [CAPI] LibO
How much trouble am I creating for myself by starting dev in 2019.1? With it not even being mentioned on the compatibility page am I creating future pains for myself? I would really love to be starting a project with the most current. My project will be fairly simple but I have short turn around and don't want to throw it off.2017.4.21f1 (Recommended)2018.3.10f1
My Rift is connected to my PC so that hitting the Play button in Unity always launches the Oculus application and uses the Rift's position for the camera. I'm new to Unity and am testing out physics scripts and don't need the headset to run every time I hit the play button. I have tried unchecking the OVRPlayerController, deleting the OVRPlayerController GameObject from my hierarchy, but it seems that if Project Settings > XR Settings has Oculus then it will still auto-launch on the Rift. Is there a method to not do that and instead use the standard Unity preview within the same project?
I've been testing the LWRP for a quest app and even rendering a null scene my FPS is 36. Vsync is set to "Don't Sync" and like I said I'm not rendering anything. The same scene with the Default Render Pipeline works fine. Is this a known bug? Is there a setting I'm missing? Thanks!Unity Version: 2019.1.0b9Lightweight RP: 5.7.2
Unity: Version 2019.1.0f2So I'm using a blank project with the latest version of Oculus Integration. This has been quite the pain in the ass to get this far as after messing with Integration, my Oculus install went nuts and I had to reinstall EVERYTHING including my USB addon card because nothing worked after that.But finally I got things working in Unity and I hit play in my blank project and I can look around and see things in my Rift, great. Except now it's spamming this message over and over in the debug log: "Internal: JobTempAlloc has allocations that are more than 4 frames old - this is not allowed and likely a leak"All I have in my scene is the OVRCameraRig, a light and a cube with no code. I have PlayMaker installed along with an addon for that to work with the Oculus Touch. Any suggestions?
Hello everyone, I just updated unity to 2018.3.11f1 and Oculus SDK (from store) and after that I get a lot of C# errors, like types and namespaces are not defined or found.Partially solved the issue moving the SDK scripts into plugins (since Unity compiles them first) but I still have these 2 errors that prevent me from compiling the whole project. (""ZEditor" folder is the folder containing all of the scripts that were in the Oculus/VR/Editor folder)Assets/Plugins/ZEditor/OVRSystemProfilerPanel.cs(38,2): error CS0246: The type or namespace name 'OVRNetwork' could not be found (are you missing a using directive or an assembly reference?)Assets/Plugins/ZEditor/OVRSystemProfilerPanel.cs(46,7): error CS0246: The type or namespace name 'OVRSystemPerfMetrics' could not be found (are you missing a using directive or an assembly reference?)Is there any clean way to solve this? I'd like to NOT move those classes into the scripts requiring them
Bonjour tous et toutes,J'ai un soucis récent d'installation sur Oculus Go.Les export des APK depuis par exemple Mobile Go (sur PC) marchaient très bien jusqu'a ce que je passe sur mon MacBook Pro avec Windows en virtualisation.J'essai avec Mobile go d'exporter mais rien ne marche et sur le PC portable d'un ami cela ne marche plus non plus.J'ai l'impression que c'est depuis les dernières mise a jour du casque (?)Depuis Unity j'ai bien l'exporte sur le Device mais une fois que le player est déployé, dans le casque cela m'affiche que l'application à cessé de fonctionner...Les premiers APK fais depuis mon PC avaient, eux, bien marché.Donc je viens vers vous afin de savoir si vous avez les mêmes problèmes ?Et si jamais comment faire pour installer les api depuis un Mac vers l'oculus ?J'ai essayé la procédure sur le terminal avec ./adb Install et le nom de l'apk mais j'ai une erreur d'installation... Même depuis le mac.Si jamais vous pouvez m'aider stp ? Merci par avance
I've been attempting to implement a dash into my game, but have not had any luck. It looks like pre-made code on the OVRPlayerController keeps my script from working, but I can't figure out what's going on. Here is what I have attempted to take the rigid body I threw on the player and force it forward when the left thumbstick is clicked in....//dashing variables public Rigidbody rb; float speed = 5f; void Start() { //grabs rigidbody for dashing rb = GetComponent<Rigidbody>(); }void FixedUpdate() { if (OVRInput.GetDown(OVRInput.Button.PrimaryThumbstick)) { //Player dash forward script rb.MovePosition(rb.position + Vector3.forward * speed * 2 * Time.deltaTime); }
I am creating a music visualization application for the Oculus go, to allow people to play their own music and have the environment move with it. I was wondering if anyone has got the input from the microphone working, and if it would be viable for the product, or if there is Spotify API that works with the Oculus Go. Thanks.
Hi,I am trying to export a Gear Vr app to Oculus Go. It works well if I install it directly from my computer to Oculus Go but the problem is when I try to upload it to Oculus store. It says "The package uses Google Mobile Services, which is not supported on this device."My Gear vr app has several plugins(like TextMesh Pro) and it doesn't have Unity services integrated. I have deleted all the permissions on androidmanifest.xml for google.I have not seen anything in the code that uses the google services, but it didn't work. My app still works in gear vr but is not supported for the oculus go.My questions is, How could I know what google services my app is using?I think, the warning message could be more detailed.I am using Unity 5.6.6f2. with oculus utilities 1.27.Thank you.
Hi everybody!I want to attach UI elements to the controller anchor and scroll through them. I'm able to use the EventSystem with the OVRInputManager and the OVRRaycaster, but since the UI Elements are attached to the controller, the controller can not point at them and they are not active.Is it possible to scroll through these UI elements with a swipe of the touchpad and make a selection with a push on the touchpad?Thanks!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.