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The current download process our app uses works, however the UX isn't ideal. It blocks the thread, so if the user changes states in the scene, the download will stop. We cannot reasonably expect users to wait on the screen without altering it, until the download finishes. I'm trying to implement a download Queue that runs asynchronously instead. I'm wondering if there are any scripts in the Unity library, or subsequently Oculus library, that would assist me?Thanks in advance
I am running the VrVoiceChat sample in the brand new Unity Oculus Integration v1.36 (released 04/23/19), with Unity 2018.2.19f1 and my trusty Rift.I build the app, then run the .exe directly. When I click "Call Friend", the code calls LaunchInvitableUserFlow and I expect to see a list of friends, but instead all that's happening is that the pointer color changes, my app gets a little greyed out, but no new UI shows up.One thing is that none of my friends are online at the moment. Could that be what's breaking the UI? What can I do to use this flow but not end up in a broken state?
I am developing a game for Gear VR. After submitting to the store, my game failed the VRC.Mobile.Functional.1 test. The feedback given was: "The application crashes at some point soon after booting the application with approximately 20% of occurrence". I've asked for greater detail (what device used, when the crashes occurred etc.) but haven't received any yet. The game is stable on the device I have built it to. I was wondering if anyone could suggest any general advice or resources regarding increasing game stability?Unity version: 2018.3.0f2Oculus SDK: 1.36.0
How do I rotate an object using Oculus touch controller - I would like to rotate a cube only on z-axis when the trigger button is pressed and the cube rotates with respect to the touch controller when it is dragged or moved. The object should stop rotating when the trigger button is released.
I spent all day and evening trying to get a QUICKMATCH matchmaking session working in my Unity environment, and I was hoping that someone has a basic Unity project that I can study to get it working. I think I have all the APP ID / Test User stuff setup. My visual studio environment is set to use the test user login, and I'm doing a build-to-executable to run the second instance of the app on the same computer, which is using my real Oculus account. I have setup my QUICKMATCH pool (2 users) on the Oculus dashboard, and in my code I use Enqueue2 to become available for matching. I get the OnMatchFound notification correctly, then use Join2 to join the room provided in the received message. Join2 succeeds, and eventually, I get a room update notice, and I see my 2 users in the "UsersOptional" array. At this point, I believe I'm supposed to call Oculus.Platform.Matchmaking.StartMatch with the room ID for my room. But it always errors out, saying "There is no active match associated with t
Dear community,I'm using Unity for a school project trying to make a VR Showroom. I've been able to set up the Rift to track head movement. The only thing i want to add is movement. I am following a tutorial from the developer tutorials (Tutorial build your first VR App, https://developer.oculus.com/documentation/unity/1.13/concepts/unity-tutorial/)Because i already have the map i skipped to Part 2, adding the scriptIn this part i keep having trouble. I get compiling errors with the script. (CS1529)using System.Collections; using System.Collections.Generic; using UnityEngine;This code gives the compiling errors. I dont know how to fix these compiling errors since i do not have any programming knowledge. :'( I am using the latest unity version.Using the Barking dog, free modular kit map.Using the latest version of oculus intergration.I would love to hear how to fix this problem!Kind regards,Max
Version 1.35 of our integration for Unity has been released!Unity has released 2018.3.3f1 which resolves the issues encountered in versions 2018.3.1 and 2018.3.2. If you’re using any previous 2018.3 versions, we recommend upgrading to 2018.3.3f1 immediately. If you use 2018.3.3f1 for Oculus development, you’ll need to verify that the Oculus (Standalone) package is installed in the Package Manager.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 about this release can be found here.1.35 Update NotesNew FeaturesAdded the Windows Mixed Reality headset as a supported Cross-Platform Development device.Integration ChangesThe Unity Integration 1.35 contains the following changes to the Oculus Integration for Unity package:Update the Oculus Utilities to 1.35Update the Audio Spatializer to 1.35Sample ChangesAdded the Stereo180Vid
I want to implement a "Rate our app" type of pop-up , but I would want to show it only for users who haven't submitted a review or rating. I would not want to annoy users who have already rated/reviewed our app. Does someone have any idea if the sdk has an property or something for this ? I have yet to find a solution. Any help appreciated, thank you !
I'm getting this as a validation test result problem when I try to upload my apk as a beta to the developer store: The package uses Google Mobile Services, which is not supported on this device.After googling for the issue and searching this forum I was not able to find a solution to the issue. I'm in Unity 2018.3.13f and I'm not aware of any way to set options about google mobile services and I haven't manually included any packages that I'm aware of that include this.In the developer feed on the Oculus Go itself when I try to install the software I get a message stating that my app, 'cannot run on any known devices' (with yes/no options, strangely). Is that because of the previously mentioned issue?Thank you for your help!
Hello everyone, I have started a new Unity project and imported the Oculus SDK for Unity. It has a sample UI scene with gaze control and 2 scripts - OVRInputModule.cs and OVRGazePointer.cs. I want to convert that gaze based UI control to using the Oculus Go controller as a laser pointer.I looked at this post https://developer.oculus.com/blog/adding-gear-vr-controller-support-to-the-unity-vr-samples/ but it references other files that are not found in the Oculus SDK folder that I have. I tried to adapt some of the code and put it in the OVRInputModule.cs. It sort of works, but the linerenderer lags behind a frame or two.Here is a link to the apk:https://drive.google.com/file/d/1bL4X-YmkipyYW0HBO4uJfbrWWuusRsZL/view?usp=sharingAnd to the whole project folder:https://drive.google.com/file/d/1-598SQjI0Lovvj5c33cY4Z7vpghixtO-/view?usp=sharingI also uploaded only the OVRInputModule.cs file:https://drive.google.com/file/d/1s1A3jhGnpWbTdyx-9v5ogNfAR7xhhihr/view?usp=sharingAnd a pdf with trck c
HiI'm trying to dynamic load one 360 video from a specific folder by videoplayer component file, it works on android device but I couldn't make it work on oculus goThanks for your time and responsehere the code: VideoPlayer vp = gameObject.AddComponent<VideoPlayer>(); url = "file:///mnt/sdcard/Apregon/VR_Kiosk-Movie.mp4"; vp.url = url; vp.renderMode = VideoRenderMode.MaterialOverride; vp.targetMaterialRenderer = GetComponent<Renderer>(); vp.targetMaterialProperty = "_MainTex"; vp.Play ();
if (OVRInput.GetDown(OVRInput.Axis1D.PrimaryIndexTrigger)){ button = hit.collider.gameObject; ExecuteEvents.Execute(button, data, ExecuteEvents.pointerClickHandler);}I wonder that what is wrong?Warning Messeage from Unity ConsoleNotImplementedException: The method or operation is not implemented.OVRInput.GetDown (OVRInput+Axis1D primaryIndexTrigger) (at Assets/Oculus/VR/Scripts/OVRInput.cs:1644)LaserCtrl.Update () (at Assets/Scripts/LaserCtrl.cs:55)
I'm getting memory leaks from the performance metrics script.Without worrying too much about why this happens (I really don't find myself using Oculus's profiler or performance metrics much), is there a way to disable this? I believe it's causing the headset to go black, with the only way to fix it being to restart the Oculus app.
Using Unity 2017.1 with OVRPlugin 1.18.1 I observe that the reported speed and acceleration of the Oculus Touch controllers are reported as 0 once the controller speed exceeds 10 meters/second. I obtain the velocity using OVRInput.GetLocalControllerVelocity. The acceleration reported just before the values become 0 is typically around 140 meters / sec**2, or about 14g. Are the reported 0 values of velocity and acceleration due to the inertial measurement unit (IMU) in the controller going out of range? I see that the Oculus Touch has an InvenSense MPU-6500 (as does the HTC Vive controllers) and that specs for that device say its accelerometer can report up to +/-16 g. The hardware device does not integrate to get velocity, that must be done by the Oculus SDK. My testing suggests the transition to 0 velocity and acceleration is triggered by velocity > 10 m/s and although it could be out of range acceleration. Such a speed threshold would have
Hello, I want to detect whether user has removed the Gear VR from head or not. The video should play once user wear headsets and if the user remove the headset the video should stop or pause. And when he wears again, it should start from starting. Let me know if we can achieve this using Unity for Gear VR. Looking forward hearing back !Thanks & Regards
I'm trying to use the Oculus platform tools in my app but I can not access it. In fact 'Oculus Avatars" and 'Oculus Platform' are not in the menu. So I tried a little experiment. I made a blank project with just the Oculus Integration, and EasyInput; Oculus Avatars" and 'Oculus Platform' were both in the menuI made a blank project with just the Oculus Integration, and the Network Lobby; I no longer had Oculus Avatars" and 'Oculus Platform' in the menuI ran other projects with NetworkManager (and no Lobby) and 'Oculus Avatars" and 'Oculus Platform' are never in the menu.Is there something I am doing wrong, or does Oculus Integration have problems working with the NetworkManager?
I finally measured the center offset from in VR compared to the desktop mirror and the desktop (which uses the left eye's POV) is down and to the left. I've found that this makes for a poor viewing experience for spectators and streaming/recording since centering the desktop view requires looking up and to the right of your target. Is it possible to do anything about this or is it just part of the limitations of VR today?
Hi, I wanted to know if there was a possibilty to switch between a monoscopic video to a stereoscopic video without having to use both version in your project? The idea would be to change the right (or left) view to the other one. I am working in Unity 5.3 to deploy an app for Oculus Go. Currently I have my 360° video that is displayed through the skybox material with a render texture and I know that I may need to change those assets through script but I don't know how to turn the same video from stereo to mono.Thanks for your help!
Hey everyone, I am running into a problem using the 72hz mode.I am using OVRManager.display.displayFrequency = 72.0f; in the Start method of a Script and until now (I think) it always worked.But now looking at a frame counter in game I realized the game was capped at 60fps until I minimize the app using the controller menu button and then return to the app.Has anyone run into the same problem? This happens even if I delay the above mentioned code line for some seconds.I am using Unity 2018.3.9 and the Oculus Integration 1.35 from the Asset Store.Any help is appreciated,Julian
I am using Unity 2018.3.6f1 + Oculus Integration SDK v1.35I need to build a server apk for LAN game that run as normal android app. I unchecked Player > XR Settings > Virtual Reality Support and build a apk. But app requesting to insert into GearVR headset on app launch. How can I turn off VR for a non VR unity scene?
I am looking for help with the oculus intergration package, I can use the prefab to create a avatar that walking and use the prefab for telaport but I cant figure out how to combine the 2. Is there any documentation on what all the settings do in the OVR avatar and how to map funtions to the buttons on the controller, I cant find any instructions.
HiI want to add vr5kPlayer to my GearVR game. I developed it with Unity. Is there any Unity example for reference?Currently I am using Unity to call vr5kPlayer in Android Studio, but the program will crash when the activity is switched.vr5kplayer 1.0 Unity Integration 1.35.0 Android Studio 3.3.2 NDK 16.1.4479499 Gradle 4.10.1 Unity 2018.3.10
Hi all,I have a requirement to create a Unity app using the Oculus Rift and the Photon standalone server (meaning, not the Photon cloud). I am having multiple issues, some of which are coming from the OVR asset I imported into my Unity project. I won't post the details quite yet. My first question is a general one: I am using the Photon OnPremise server. If I run my app against the Photon cloud, all works fine. Once I switch over to the OnPremise server, all heck breaks loose. What am I missing here? Do I need to download and install some type of Oculus SDK onto the stand alone OnPremise server and configure that? If so, any tutorials out there that anyone could recommend? I can't find a thing. As you can probably tell, I am very new to this.Arek
I just read https://developer.oculus.com/distribute/latest/concepts/vrc-pc-performance-3/, it says that it's acceptable if I have a loading screen. Now I use OVROverlay to make loading screen, but will the VRC validator know that there is an overlay when it's loading? The VRC validator still reports the fps test failed even I use the overlay, so I wonder who can decide if the loading overlay is acceptable when the fps is low?Thanks
I want to let Oculus Go app tcp communite each other by UNET.I think I need open port on Oculus GO for this.How can I open port?
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