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So I'm quite new to VR development and working with the Oculus. In my project (Unity) I'm using Oculus Intergration from the Asset Store. In there is the Locomotion prefab that Im trying to use. It works but I've run in some problems I can't seem to solve. The first problem is that the Player seems to rubberband from time to time. When I try to teleport to a certain destination it moves back to a different location. Also a problem is that the teleport doesnt always work. If I push the thumbstick forward the laser shows up, but when I let go it doesn't teleport like it does usually. I hope someone can help me!
I'm trying to prevent users from putting their heads through walls with the Rift. I've been experimenting with the OVRBoundary script and example scene. The documentation seems to be gone or moved from the link I'm using, however. I was hoping I could basically apply the edges of the play area functionality to the walls in my scene in Unity. The implementation of moving the user back as they push the camera against the wall would work really well as-is, if I could just apply it to the game objects in question. I tried BoundsLockedObject, but that keeps objects in the play area, instead of applying the play area behavior to an object. If anyone has achieved this, or similar, pointers would be appreciated!@NinjaGaijin - Are there any best practice guides or sample implementations? Thanks!
Hello everyone.I am encountering issues with Unity Microphone class + Oculus GoI have just tried this sample of code from Unity documentation : I have modified the Manifest.xml with Microphone and AUDIO_!record permissions, but no sounds seems to be cached...any ideas Unity version: 2018.3.6Thanks
How to increase the app performance above 60 FPS for first person shooter game.
Hello, In Unity 2017.4 i had a script to rotate in object with the touchpad of the controller, Gear-vr and Go. I started a new project in Unity 2018.3 (oculus integration 1.34), and used te same script. But it doesn't work anymore. This is the script:using System.Collections;using System.Collections.Generic;using UnityEngine;public class KE_ObjectRotation : MonoBehaviour{ public GameObject ObjectToRotate; Vector3 objRotation = new Vector3(0f, 0f, 0f); public float objRotationSpeed = 60f; // Start is called before the first frame update void Start() { } // Update is called once per frame
None of the projects that I've build with Unity work with the Oculus Go recording feature. When I start recording and navigate to one of these apps the recording captures a black screen. Is there a way to enable recording--something I'm missing?Unity 2018.3.6f1Utilities for Unity 1.35
My app's some c# scritps work on Unity Editor 's play mode, but don't work on oculus go.For example, "gameObejct.tag" script return its tag on Unity,but don't return on oculus go.SetColor have same problem.Unity versions:2018.3fOcuras integration:1.3.4plese help me.
I had a screen overlay applied when the character moves, to reduce vection. I'm porting the app over from Go to Rift, and this effect seems to have gone away. It could be a mistake on my part with the script, or wiring it up in Unity. I am wondering though: Does the Rift hardware treat textures and overlays similarly to the Go? The effect is basically a texture mask in an overlay that is applied when moving, and then removed when stopped. Any pointers or info would be appreciated! got referred here, they work slightly differently on Rift-https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovroverlay/
I wanted to use the OVRScreenFade to fade to black on game over and then fade back to the scene. This class can almost do everything on it's own but it does not have a FadeIn() method. I added one to mine that does the same thing as FadeOut, except it reverses the parameters in the coroutine.public void FadeIn(){ StartCoroutine(Fade(1, 0)); }It would be awesome if Oculus would add add this to the class.
I am trying different sketch I found in google, but they doesn't work and also are very confusing.Has anybody found a easy way to achieve this?Thanks in Advance
i know theres this but if i want to turn the amount of trigger pull into a variable how do i do that? whats the float for the trigger called?// returns a float of the Hand Trigger’s current state on the Left Oculus Touch controller.OVRInput.Get(OVRInput.Axis1D.PrimaryHandTrigger, OVRInput.Controller.LTouch);
Hi, all.I'm facing problems building VR app in Unity.For using oculus touch in unity, I imported latest oculus integration from unity asset store. After importing, the virutal reality SDK oculus failed to initialize. Thus, I couldn't see game view from oculus CV1. By the way, before importing, I confirmed to see game via HMD correctly. Is there any way to solve this problem? Please let me know. The error massage, player setting, and versions of unity, oculus, oculus app version were as follows. Unity 2018.3.6f1Oculus app 1.29.0.651191Oculus intergration 1.34Oculus (desktop) 1.29.1
I'm one of the scores of people excited for the release of the Quest, and I wanted to start working on a game idea as early as possible. I've seen that Oculus is recommending developing for Quest by using a Rift, and ensuring your game is just optimized for mobile. The problem I have is that my home computer is a MacBook Pro, so it couldn't really work with the Rift even if I owned one.Is there any way I could pick up a set of Touch controllers and a sensor or two and use those within the Unity editor for developing and testing until the Quest launches? Obviously without an HMD I wouldn't be able to get the full effect, but it's the lack of 6dof input that's holding me back right now. Does it even work this way, or do the Touch controllers actually communicate with the HMD directly and the sensors just act as corrective input or something?Any insight onto this would be greatly appreciated.
Hey friends, I am working on a app for the Oculus Go that will be used in a expo setting. The app will play a 360 experience then when the user is done will hand the Oculus Go back to the Booth rep. The booth rep will then shake the headset to reset it. I am using Unity to create the 360 experience and wondered if there is a good way to use the accelerometer within the headset to reset the scene.Thanks!
Im trying to install the Oculus Intergration v1.34 asset package. At the top of the asset store page it says that I purchased this item todays date,, The Download button on the page is Greyed out with writing below that says "Needs Unity upgrade to version 2017.4.11 . Yet my Unity version is up to date 5.6.5p4 . Any help would be greatly apprectiated. I just want to install this asset package !
I have a problem with Unity to grab objects: when I do it, the OVRController (Player) start to run away and I don't want to do that thing. Also it run away specially when I put my hand beside my body.I want to control it normally when I grab an object.I would appreciate your help, thank you.
So I've followed the updated 2018 version of this blog post: https://developer.oculus.com/blog/easy-controller-selection/.. and I have gotten my controllers working with OVRPointerVisualizer. Per the tutorial, "If no Gear VR controller is connected, this system will fall back to using a gaze pointer."What I'm looking for is a simple way to toggle the controllers off/gaze pointer on, and vice versa to reset.I've tried editing the update function of OVRPointerVisualizer.cs and adding a disableControllerLaserPointer bool as per below, which does enable the fallback Gaze sphere object, but I am unable to interact with my canvas. void Update() { if (disableControllerLaserPointer == true) { activeController = OVRInput.Controller.None; Ray selectionRay = OVRInputHelpers.GetSelectionRay(activeController, trackingSpace); SetPointerVisibility(); SetPointer(selectionRay); } e
Version 1.34 of our integration for Unity has been released.We highly encourage developers who are using v1.32 of our integration to upgrade to v1.34. Developers using previous Unity 2018.3 versions, we also encourage you to upgrade to Unity 2018.3.3f1 immediately due to compatibility issues.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.1.34 Update NotesUnity has released 2018.3.3f1 that 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 Oculus (Standalone) is installed in the Package Manager.New FeaturesUpdates to OVROverlay that include a GUI redesign and new features. Details about the updates and new f
Hey,So I'm porting a game from Cardboard to Oculus Go and GearVR. At first, the game just stopped working, seems like I had to change a like on the Manifest file. Great, but now it just doesn't launch. It get's stuck on a dark grey screen without ever loading even the splash screen. I'm using unity 2018.3.1f1I had to change this line: <activity android:name="com.unity3d.player.UnityPlayerActivity"This is my Manifest File<?xml version="1.0" encoding="utf-8"?><manifest xmlns:android="http://schemas.android.com/apk/res/android"> <application android:icon="@drawable/app_icon" android:label="@string/app_name"> <activity android:name="com.unity3d.player.UnityPlayerActivity" android:label="@string/app_name" android:screen
Hello,I am testing the waters for Quest development, so until that arrives I am using my Gear VR with my S8 (both use the same snapdragon) to get a rough idea of the technical limitations I will be facing. My first step is to get LWRP working on my gear VR, but when I build a scene and run it on my phone, the image is very jittery, even the Unity Logo jitters before I launch my simple scene.When I get into the scene, I can see my geometry/lights and actually looks like an OK frame rate, but the camera just freaks out. The right eye is way worse then the left.Any tips on fixing this problem? edit: I am using Unity 2018.3.5 with the latest LWRP package through the package manager, oculus for android from the package manager, and latest oculus pack from the asset store.
This error recently started happening in my application after I updated to the new version of the Oculus runtime. Has anyone else experienced this? It happens after disabling the in-compositor loading screen I use.
Hi, I'm using the the cursor timer prefab and trying to color it with a shader. If I use the Main Color attribute of the OVRColorRampAlpa shader and also add an OVROverlay component to the object the object never changes color from its white to black gradient. If I take off the OVROverlay, it will animate the gradient with any color for Main Color using the Color Ramp Offset attribute of the shader. This is insufficient for me though as I'm using a different OVROverlay in my scene that the cursor should display over. I'd like to avoid the underlay as this adds extra overhead (or so I've read).Does applying colors via a shader not work with an OVROverlay?Thanks!
Straight to the point: we'd greatly benefit from the ability to flag our Unity-based OculusBridge process as an invisible app as is possible with the native C++ SDK.In the native SDK, this looks like: ovrInitParams params;params.Flags = ovrInit_Invisible;ovrResult result = ovr_Initialize(&params);Like some other developers, we're trying to incorporate Oculus inter-operability through a 'bridge' process which runs in the background and isn't meant to be visible/disruptive to the user (in or out of VR) during typical use. As you might guess, our codebase is Unity-oriented codebase and this is basically the only blocker to having the system function fully as intended.
so i been noticing that alot of the games out there have objects that snap into the right place when the player picks them up ... i cant remember what game i saw this in but i remember there was one where the hand could grab objects from any position and the fingers would mold around the objects as if it was physically picking up the object but from any angleanyway i want to figure out how to create that feature and i wanted to see if maybe someone knows how to do this or has a theory on how it can be done
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