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I'm trying to take a still from a 360 video, and then set that still as the texture (cubemap?) of the screen. At that point the functionality will change, however I am stuck at this point. I've been trying to use this script (second one down): https://docs.unity3d.com/ScriptReference/Camera.RenderToCubemap.htmlI've switched gears and am just going to try a less dynamic implementation to get things rolling.
I'm developing a gearVR mobile game using Unity, building on Samsung Note 5. After the game run and shows the Unity splash screen, it will "close unexpected" 7 out of 10 times. Anyone knows what would be the cause of this problem? Thanks a lot!
Hello, I am trying to use an Oculus Go with Unity and I cannot seem to get the test files located in the core packages (I've not modified it). For reference, I followed this guide. When I load into the GearVRControllerTest apk in the Oculus Go's Library > Unknown Sources menu, the resulting screen is black. Any ideas as to why I am not receiving any output inside of the app?Unity Version 2017.4.0f1Oculus SDK: I'm not sure? I downloaded it Febuary 25, 2019 but I can't seem to find the version number anywhere.Thank you in advance.
I'd like to use Unity to create a front end that I can run on a mobile device that will allow users to have control over launching applications on the OculusGo. That is, the user in the Go doesn't have the ability to control more than their head movement and needs assistance guiding their experience from outside, launching different Oculus applications from the mobile device. Can anyone recommend a direction of research to allow me to achieve this? Thank you in advanced.
Hello,I'm using Unity SDK and I want items to be physic less (to not interact with other rigid bodies, go through them...) because sometimes they cause some weird physics glitches. I tried disabling rigid body script while object is being held but that breaks whole Grabbable/Grabber script.Is there any know workaround?Thanks in advance,Andrija
Hello guys! I have ran into an issue in my project and cannot find solution so far. I am using OVRPlayerController prefab in my project. I have two scenes, one is offline another is online. I switch them with my NetworkManager, not overriding anything. OVRInput.GetDown(OVRInput.Touch.PrimaryTouchpad) works in the first scene, but it doen't work after i go online i.e. changing to online scene. I have another OVRPlayerController as player prefab.Device is Oculus Go.Unity version is 201.3.8f1 Any suggestions?
Environment: Unity v2017.4.21f1, Oculus Utilities v1.35.0, OVRPlugin v1.35.0I am testing out the cross-platform functionality of OVRInput as explained here: https://developer.oculus.com/documentation/unity/latest/concepts/unity-cross-platform-dev/Is it possible to detect when a user "touches" the Vive touchpad using OVRInput?The documentation states "Axis2D.PrimaryThumbstick maps to the capacitive ‘Trackpad’, #2" but the only way to use this seems to be OVRInput.Get(Axis2D.PrimaryThumbstick) which returns a Vector2 for _where_ they are touching, rather than if they are touching at all. Ideally I'd like a GetDown and GetUp for "touches" not just presses.
Integrating a webview into my project is beneficial to my users, I'd love an oculus browser asset that would allow me to have webviews to interact with inside my application.
I'm trying to figure out the entitlement and user info/friends stuff for my game with the Oculus Integration... Is there a way to do this in the editor? Entitlement and user info doesn't seem available using the example scenes like "Platform -> Samples -> SimplePlatformSample", it says I'm not entitled to use this app and trying to run the "get logged in user's friends" command throws an error: "Must call get_signature first".I did make a build and upload it to the alpha channel, and add my Oculus account to the users, but I'd like to be able to test all this from the editor.
Unity 2018 2.7f1, Oculus Utilities v1.32.0, OVR Plugin v1.32.0, SDK v1.36.0------------------Hi, I'm currently adding the OVR player controller component to the LocalAvatarWithGrab prefab.But I found the OVRcamerarig having a y-offset of 0.675, causing it to float in the air. I don't know what causes that because if I remove the player controller , everything works well.Plus I was using Eye Level as Tracking Origin Type, because I found it having more weird offesets if I used Floor Level with Player Controller.So I was wondering if anyone knew how to adjust the height of the camera according to the player controller. And how to adjust the height of the player controller itself.Thank you.
In my app, I would like to enter a "selection mode" by pressing where you can raycast from your finger to an object and select points on the object. My issue is that it's annoying to select with your index finger on the standard hand because it's very easy to accidentally touch a trigger and contort the hand model and screw up the raycast direction.My question is, how can I get only the model of the normal, extended index finger? I want to press a button, enter "selection mode", and then have a static model of the index finger that can't be closed or contorted in any way.
I've been testing the OVR prefabs (PlayerController etc..) and the OVR grabber scripts.Couldn't get it to work properly in 2018.3.11f1 or builds after 2018.3.0f2.I used the same process to build an avatar with grabber hands, works in 2018.3.0f2 but doesn't in 2018.3.11f1CheersJim
I have two projects. They are exactly the same, except that one of them is set up for the Oculus Gear Vr...Then I export both of these Projects and open them as AndroidStudio Projects. When i run these now both work exactly as expected.But when i try to use the UnityPlayer.UnitySendMessage - method, the method seems not to be executed in the app with the setup vor VR... The app doesnt crash, it doesnt show any errors in LogCat and i tried to catch any Throwable but that didnt work either...(On the App with no VR setup the exact same lines of codes works ...)I would appreciate any help :D
Hi, maybe someone can help me, my app was rejected because it fails to pause when the user remove the headset. I already uncheck "Run in Background".I need to add code to OVR Manager?Using Unity 2018.3 with native Oculus Sdk and the lastest Oculus Integration Pack for Unity.Thanks.
when I test my game it works fine but when I move in real live, the collider of "my body" doesn't follow my Head position, so it feels strange when I walk against another collider, I'm ,or inside the wall , or further away from it then my head how do i make the character controller collider follow my head
Hi I try to create my own Oculus go vr aircraft simulator project. Here is some code what i use for it: https://pastebin.com/xiE2uBEW ;But when i see up it rotatate as crazy.
Hey everyone, I'm new to coding for vr and relatively new to Unity too. I'm trying to figure out how to implement crouch detection for a host of game functions such as stealth. I want a bool to trigger true when the player reaches a certain threshold when crouching but I am unsure what the best way of going about it is. So far I have my height in a float and a second float that is 0.6 of that number. I am not really sure where to go from here. Not sure what to track to detect how far the headset is above the ground at any given time either.
Hello,I'm having this weird problem right now. While I can get a valid URL from ovr_User_GetImageUrl, I always get an empty string by using ovr_User_GetSmallImageUrl. Is ovr_User_GetSmallImageUrl not implemented at all? PS. I'm noticing I posted this in a wrong section, I'm using Unreal actually. Sorry for the inconvenience :s Can't find a way to delete this post.... Thanks.
Hi guys,I am creating a GearVR app. Currently, I am using Firebase real time database. I created a script so when I hit run on the complier it automatically inserts a record. This was for testing to make sure it works and it does. However, when I compile and run on my andriod, and I click the button it doesn't work. Any ideas why? Am I missing a permission do I have to change settings?Any help would be great!Thank you!
Environment Development Environment - Windows 7, 8G RAM, Intel i5Unity 2018.1.6f1How do I find the version of Oculus SDK? - I think I have installed it for UnityI did a build for Android and got an apk fileWhat do I need to do to download to the Oculus Go and check whether it works? What is the procedure?
The Oculus Integration is incompatible with the latest versions of the Unity Editor (2018.3.x). We do not recommend using any 2018.3.x versions for Oculus development.If you choose to use 2018.3.x and/or need to fix your project already in 2018.3.x, here are the workaround steps:- 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 Oculus (Standalone) package (it will be an older version #, probably 1.29.0). Do NOT install the Oculus (Android) package.- Open the Asset Store tab and import the Oculus Integration, now 1.32.1.
My app was rejected because it fails to "When bringing up the Universal Menu, the gameplay should pause in the background."Is this a setting that I have to enable/disable? or somewhow I need to create this behavior from scratch?Thanks!
Is anyone able to get multiple eye cameras working in LWRP? Inside the editor positional tracking appears to work, but in the headset it hangs on a "Loading..." screen. Disabling the LWRP profile does not have this problem.Oculus 1.35, Unity 2018.3.9f1. Have tried multiple projects installing OVR from the asset store and also package manager.Any help much appreciated thank you.
I notice that games like Echo One prevent the character from putting their head and hands inside objects. I wonder if anyone has advice on the best way to do this sort of thing in Unity. I looked at Rigidbody but it seems it teleports unless you use forces. I wonder instead whether one should modify OVRCameraRig to cast a sphere from the current head position to the intended head position and only allow it to move as far as the first collision. Does such an approach make the player sick?I'm also curious about gravity. I added the ability for the player to pull themselves through the air a bit like in gorn (except I allow it in any direction) which seems ok for movement (it gives you a bit of a work out if you need to travel far). It also seems quite compelling if you're climbing a rocky cliff (or rather pretending to do so because i have no gravity as yet). I wonder if once the characters avatar are far enough away from support if you make the character fall at a constant rate whether
Hello, I have been using the OVRGazePointer.cs without having any error till I update Unity to 2017.0.0f3.Now I am getting this error:NullReferenceException: Object reference not set to an instance of an objectOVRGazePointer.LateUpdate () (at Assets/OVR/Scripts/Util/OVRGazePointer.cs:247)I will appreciate any help.
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