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What is this and why is it happening?UnauthorizedAccessException: Access to the path "Assets/Oculus/VR/Plugins/1.32.0/Android/OVRPlugin.aar" or "Temp/StagingArea/aar/OVRPlugin.aar" is denied.System.IO.File.Copy (System.String sourceFileName, System.String destFileName, System.Boolean overwrite) (at <ac823e2bb42b41bda67924a45a0173c3>:0)Looked on the Unity forums and somebody basically said changing the OVRPlugin file extension to .bak (or simply deleting it) got rid of that error... that is not a solution!How to properly get rid of this ridiculous error? I want to make an app today! Been hassling with this for days!
Previously we had to set the driver of the rift audio to the lowlevel driver of fmod in order to pass certification.The last version of our game back then used 1.21 with Unity 2017.2.xWe are now upgrading to 2018.3.x with 1.35, we are however encountering an error that the OVRManager.audioOutId always returns an empty string as the driver device is 0 (IntPtr OVRP_1_1_0.ovrp_GetAudioOutId() always returns 0)Is this old way of doing things still necessary? And if so, is something broken/changed/etc.regards,Svenbelow is script (converted from c++ example on Oculus site)using UnityEngine;public class RiftAudioOutput : MonoBehaviour{#if UNITY_STANDALONE && OCULUS void Awake() { System.Guid guid = new System.Guid(OVRManager.audioOutId); var lowlevelSystem = FMODUnity.RuntimeManager.LowlevelSystem; int driverCount; lowlevelSystem.getNumDrivers(out driverCount); int driver = 0; while (driver <
We are implementing desktop mode / vrmode=none in our Unity game (KIN, which is platformer, so no controller presence in scene.)The problem which I have never been able to solve is the user being able to use the OculusTouch or Gamepad input via the OVRInput class, as it doesn't get initialized (same as OVRManager)Is this something that is by design, and do we need to have XInput/legacy input fallback for gamepads only for desktop mode?It would be a shame people without a gamepad not being able to play the game in desktop mode with the Oculustouch as gamepad.regards,Sven
I'm creating a 'virtual' cinema in Unity 2018 and I have a plane with the Oculus MoviePlayer prefab attached and a simple script that set's the Gameobject (and therefore video sequence) active on click. Works fine in the Unity editor but not when deployed to device (Samsung s8 edge). I know that Android doesn't support video textures natively but surely the MoviePlayer prefab is intended for this? Anybody know how to apply movie textures to game objects?
Designer learning development here, need some help navigating Unity for an Oculus Go project. I couldn't find an answer in forums so apologies if redundant. I have an environment built out with a rectangle/viewing screen floating in the environment. I'm trying to make it so I can use the Oculus Go trigger to pause and play a video on the floating rectangle/screen. I'm not familiar enough with the video player component or Oculus Go input to figure this out. I've spent a bunch of time on Youtube and trying to find any specific documentation and just haven't cracked it yet.Any and all tips or direction is super welcome, thank you!
I am curious about the input integration between Oculus and SteamVR. I did not try yet the last updates of the Oculus SDK and I would like to know if someone has tried to convert the OVRplayerController as an universal player for both Oculus and Steam.
I'm sorry for posting here, but I can't find where to delete this post or change the category.My OS version is 10.14.3.When I try to copy the video to my mac, Android File Transfer keep showing "File cannot be copied".Is anyone facing the same problem?I already check the trouble shooting on the Android File Transfer page, and all other android devices I have works fine.
Hi I'm been doing some tests on the GO with Unity 2018 and I'm noticing that it's looking very jaggy even with MSAA set to maximum (with MSAA off its horrendous). To be fair its an tough case because they are cartoony buildings (vertical and horizontal lines) - but with the slight increase in resolution of the GO over the Rift I expected it to at least look similar to what I get on the Rift.Btw. I'm using the OVR Manager.Is there a possibility I'm doing something stupid? or is anyone else finding the same?
Hi all,I'm creating a Gear VR project (Unity 2018.3.6) and for some reason I can't stop the Gaze Icon from disappearing behind Gameobjects in the scene.Even if I put it in it's own canvas with Screen space overlay, change sorting order etc. it's the same. Can anybody help?
Are there any specific docs about what exactly is going on when the user removes the HMD and the screen goes black (are some scripts paused?)? I make applications for large scale presentations and sometimes the HMDs need to sit idle for a while before someone uses them. In an effort to maximize battery, i wrote a small script that subscribes to the OVRManager's events about the HMD being removed from the user's head. The script loads a scene that is completely empty (minus the OVR Camera Rig), when the user takes the headset off. Then when they put it back on, it loads the main scene. This all happens quickly enough that it's not even noticeable to the user. I was able to achieve a battery drain of around 3% per hour (while idle) by doing that. However, I wanted to allow people to remove it briefly and still be able to go back to where they left off so i added a 20 second countdown before it switched the scene. Once I did that, the
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Hey,if i build an android app with oculus sdk then i get a black screen after starting. If I now lock my phone and then unlock again the app works fine without black screen.Does anyone have an idea why this could be?Thanks.
I have followed the tutorial at https://developer.oculus.com/blog/easy-controller-selection/ and succesfully got a Laser Pointer to interact with world-space UI canvases, but the laser beam (from OVRPointerVisualiser) attached to my controllers goes through the canvas, despite working for interaction.Is there a simple way to allow the laser pointer beam to 'collide' with the canvas to display a dot or ring moving along the canvas panel surface, instead of just travelling through the canvas? I know I can adjust the length of the laser beam but I have UI panels at different depths so need the laser beam to display a dot at different depths per each canvas.
I'm kind of confused as to what I need to be using when developing in Unity, as far as I can tell The current Oculus Integration on the Unity Store is supposed to be the combination of some of the SDK downloads here, kind of a single source for all. When I go through different blog posts or YouTube videos (both official and otherwise for both) there's a lot of reference to Utilities, and the scripts that they reference are not part of the Integration. Obviously, since utilities are still listed as a download here, I could always just use that, but I also see that it's not going to be updated, only the stuff on the unity store is which is just Integration. So I suppose I should learn the new stuff, but the materials I'm using to learn with are not "translating" well.
I am testing the asset VRGO. Following the setup process in their video one should drag OVRPointerVisualizer onto an object. But that does not exist.Is there any replacement for that component?
Hey,I placed OVROverlay in my scene, aligned exactly with some other, regular geometry worl-placed quad. I implemented switching between one and the other to see quality difference. I have noticed that the overlay quad is not positioned correctly in the world at all angles. It's shifting based on the angle. Only when I look straight at the overlay it seems ok. Any idea why this happens?All best
Using Unity 2018.3.6f1 and Oculus Integration 1.35, Platform sdk 1.34Developing for the Oculus GoI have three scenes that load up via the standard "scenemanager.loadscene(scenenumber);" line of code.When the new scene loads I get this:[OVRNetworkTcpServer] Stopped listening[OVRSystemPerfMetricsTcpServer] server destroyed[OVRNetworkTcpServer] EndAcceptTcpClient failed: The object was used after being disposed.I then lose all input functionality.The camera still runs fine but I can no longer access menus.Is there something I am missing here? I remember building Oculus apps and moving scene to scene with out issue. All I want to do is load another VR scene from a main menu.
I want to but Oculus Go but having one query that GearVr apps work in OculusGO or not?
Our app is going to have some video content associated with it. I can successfully download all the videos we've uploaded to our server, besides one. I was wondering if there is a hard limit on file size for downloads? The 1.4gb video works successfully, but the 1.9 gb video fails with a Win32 I/O exception- which leads me to believe 1.5gb might be a hard cap for app downloads? I was able to sideload the same video both to the Go, and our local app data on the Go, and that worked fine. It seems to be a download constraint, but I haven't been able to find any reference to this. Anyone else have this issue, or know if there is a cap? Thanks in advance!@NinjaGaijin
is there any way to set the value of a trigger pull to a variable when i certain action happens?
I'm using Unity 2018.2.21f1 with the Oculus integration package v1.27 and the hand shaders don't work with single pass instanced rendering (the hands aren't rendered to both eyes).After struggling with trying to update the integration package to v1.35 (the audio spatializer plugin refused to update) I just overwrote the avatar shaders in my project with the ones from the 1.35 package - but they still don't work correctly with SP Instanced rendering.Can anyone confirm if they have the avatar hands running correctly in SP instanced mode?Thanks.
Hi, im trying to build an oculus go app, i had readed that if i want to load oculus personal avatar, i need to build the app and use it via oculus store, but when i try to upload the app, i'm having troubles with some errors.How the titile says i have this error, Oculus sdk version is not 1.0 or newer, but i have last version of sdk aviable for unity and i cant find on internet some solutionThx
Im trying to build to oculus go using gradle and android studio. I have build my gradle project, and imported it into android studio, connected occulus go, configure android studio to oculus go,and press play button/ It says to me it have build android apk in 2s, but i cant find it anywhere,It gives me that errorConflicting configuration : 'armeabi-v7a' in ndk abiFilters cannot be present when splits abi filters are set : armeabi-v7a
Hi guys! I am totally new here and I hope someone can help me. I developed an app for the OculusGo, and while trying to use the "ScreenShare" function, the HMD tells me "This content can only be shown on the headset". Is it a configuration problem? Or something completly different? I also tried connecting via ADB and running the screenrecord command adb exec-out "while true; do screenrecord --bit-rate=8m --output-format=h264 --time-limit 180 -; done" | "C:\Program Files (x86)\VideoLAN\VLC\vlc.exe" --demux h264 --h264-fps=60 --clock-jitter=0 --network-caching=100 --sout-mux-caching=100 -But VLC just keeps loading and won't work either. Thank you for your answers!
Building an app and this is my last step. Ive spent hours trying to figure this out and cant seem to get it to work. I've looked at oculus documentation, blogs, forums and cant seem to find a solution. Just trying to find out how to switch controller from right hand to left hand depending on what the user selects in oculus settings. If someone can guide me I would be very appreciative.
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