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Hi there,I'm trying to get the hand and the controller to show up properly on Go/GearVr. I tried to attach the LocalAvatar to the OVRCameraRig and the TrackingSpace, also tried some things as described here:https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity/ and here:http://https//forums.oculusvr.com/developer/discussion/49444/attaching-local-avatar-to-player-controller-in-unity Somehow the hand/controller are to high / low or move on the z-axis when rotating the head.How do i get LocalAvatar lined up properly ?Thank you.Anne
I'm seeing a lot of questions on grabbing, this guide might help!https://circuitstream.com/grab-oculus/hope it is worthwhile.
I want to build a Unity app that runs on Rift and VIVE. I have read a everything that I can find and still remain uncertain. ;-)I started here: https://developer.oculus.com/documentation/unity/latest/concepts/unity-cross-platform-dev/So, I understand that Unity has built-in (but limited) Oculus/OVR support that will run on both Oculus Rift and VIVE. I believe that this one target exe will run on both. However, the features that work are limited to OVRCameraRig, OVRDisplay, OVRInput, OVROverlay, OVRBoundary, etc. Note that the doc sez that this also supports cross-platform for Avatars (but it's quite limited). So far, so good (I think).However, things get messy if you use Oculus Integration (and probably similar if you use extra SteamVR api features). And considering that I would prefer not to build this stuff myself, I am unclear how to use these non-conforming features and still deliver on both platforms. My first instinct is to build abstract components (e.g. AbstractA
Tried following https://developer.oculus.com/blog/adding-gear-vr-controller-support-to-the-unity-vr-samples/, but the scene used in it is not part of Oculus Essentials for Unity anymore apparently, besides, some parts of it (like making line renderer a child of CenterEyeAnchor) made little sense.So far I tried making line renderer a child of TrackedRemote (which is a child of RightHandAnchor) but it resulted in line coming from the center of camera for some reason.
when i install apk through code in unity the install pop up appear in oculus go but i can't interact because it's open in full screen activity. i want to install apk through user permission. but oculus install permission popup is not vr friendly. is there a proper way to install 3rd party apk using oculus vr app?this is my code to install everything works fine but the problem is when installation pop up open in vr i can't interact because it's open in monoscope.AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer");AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity");AndroidJavaObject unityContext = currentActivity.Call<AndroidJavaObject>("getBaseContext");AndroidJavaObject activityContext=Jc.Call<AndroidJavaObject>("getApplicationContext");//Get the package Namestring packageName = unityContext.Call<string>("getPackageName");string authority = packageName + ".fileprovider";AndroidJa
Our app has conditionals that check which platform it is being run on. We have other apps set up similarly that work fine and detect the right platform and controller. In this particular app, when we load it up on the Go headset, it displays the gearVR controller. This isn't a huge issue except for the fact we have to display the correct one to pass the Oculus store checklist. Any fixes would be great. We are using the CrossVRmanager to handle the controllers. I've even gone so far as to put in the OculusGo prefab in most of the fields for gearVR controller, still nothing. Appreciate the time and help, anyone!
https://github.com/FusedVR/GearTeleporteri spent two days last weekend trying to solve this problem and finally found this github that works perfectly for anyone that is going through the nightmare of trying to figure it out. Don’t download any assets just use this, you might have to go back to unity 2017 but it works, going to try on 2018 today, I’ll post back if it works?
Hi everyone. I am a beginner to Unity and I am trying to get the Oculus Go setup. I have downloaded the Oculus utilities and imported them into my scene.I have inserted the OVRPlayerController into my scene and I am able to look around. I cannot however figure out how to get the controller working. My main goal would be to walk around. How can I accomplish this? I've spent a lot of time online looking for answers and so far cant find what I need. Can someone point me in the right direction? Thank you.
There are no problems when I create a small project from scratch. The issue is that if I open any larger Scenes from the Asset Store (EZ Roads Demo scene, Apollo Mission Control set, etc), all I get is a blank scene in the Go with grey ground and blue sky. No errors during the build. Camera works fine when I press play on PC. Has anyone seen this issue before, or have suggestions on how to troubleshoot it? Thanks.
Hello everybody!I'm working on some GearVR applications made with Unity 5, some of them have been made in February and never touched again. I'm using a Note4 for my development.I noticed that while running the application, if I remove the headset (and you hear the BO-BIP! sound), the screen turns black but the app continues to run for like 10 seconds... as far as I recall, back in February the app paused immediately when removing the headset.Did I miss some change?Any advice on how to modify this setting to make the application pause instantly? (Is it a development setting or is it a general setting in the GearVR?)Thanks!
When I use a Drop Down box the Gaze Pointer disappears as it hovers over the items, is this a known issue?
It seems no matter what I do this test fails when running the OculusVRCValidator. There is very little info on how to pass this test. Like I don't even know what "Committed a texture swap chain (called ovr_CommitTextureSwapChain) when application not visible" even means. Any insight from anyone?
hi, what do I need to do to be able to walk about in my unity scene on the go, I can upload it and view ok, i just can’t move about in it, I’ve tried different assets and watched several tutorials, I still can’t get it to work, is there a tutorial or asset for dummies that I can use please. Thanks
How much is the size limit of an APK for Oculus Go?
Hi. I've already built the apk from the unity project. I can install the apk and run it on the device, but only from the launcher. I'd like to know if there is a tool such as "allow from unknown sources" just like oculus go for pc. I'm using the gear vr and can't find any option like that.Thanks in advance.
I've came across pop up window below then I couldn't continue playing an app.Is there someone who knows why it pop up and how to prevent it from appearing?Thanks.Yuta
Hi,I'm developing a small app that plays 360-3d videos with Unity3d for Oculus GO. Since videos are pretty heavy, between 3 and 5 Gb, I'm downloading them on request at runtime. My problem is that I can't download them.I tried using Android DownloadManager as recommended but every times, the download fails with a 1008 error code which means ERROR_CANNOT_RESUME, basically it could be anything.I tried then using Unity plugin BestHTTP; still no luck. In this case, even if the download actually ended, the resulting file was always cut at 2Gb (checked with Android File Transfer). I tried again with BestHTTP but this time by saving the streamed file on chunks of 10 Mb and then merge them in a single file at the end but still no success; I got an exception stating "Win32 IO returned 25. Path: <path of my file>": Checking on Microsoft doc, states: "25 (0x19) The drive cannot locate a specific area or track on the disk." In this last scenario, peeking on the device wi
When trying to capture a 360 pano in Unity 2018.3 on a built version of my project (everything works fine in Editor, just breaks on build), I get this chain of errors repeated:[OVRPlugin][ERROR] Device required[OVRPlugin][ERROR] OVR Error: Code: -6002 -- ovrError_TextureSwapChainInvalid Description: TextureSwapChain is not valid. Make sure ovr_CommitTextureSwapChain has been called. OVRTime: 698586.773935 Time: 2019-02-12 16:14:10 [789:683:300][OVRPlugin][ERROR] ovr_SubmitFrame failed: TextureSwapChain is not valid. Make sure ovr_CommitTextureSwapChain has been called.[OVRPlugin][ERROR] Prediction interval too high: 0.100982 s, clamping at 0.100000 s[OVRPlugin][ERROR] Device required[OVRPlugin][ERROR] OVR Error: Code: -6001 -- ovrError_TextureSwapChainFull Description: There is no room in the texture swapchain to accept more frames. OVRTime: 698587.908601 Time: 2019-02-12 16:14:11 [924:349:700][OVRPlugin][ERROR] ovr_CommitTextureSwapChain
Hello Oculus community, i just found out that in Unity 2018.2.14f there is a bug with Avatar SDK, when you open the cross platform sample scene in the oculus integration pack, in the oculus go you wont see the avatars, if you set the textures to ASTC they will appear shortly and then disappear , but the hands will be showing.In the logcat i get : OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_VALUE: Numeric argument out of rangeand Graphics.CopyTexture with a region will not copy readable texture data for compressed formats (source texture format 50)I am going to test Unity 2018.3 beta to check if it works, if anyone has any idea whats happening ...
I'm developing an app were the user can download, from inside the app, VR videos. My problem is that since these videos are huge (we are talking Gb) the users start the download and then take the headset off expecting to be done when they put it back on; but this doesn't happen because the Oculus goes into standby and the download is interrupted. Is there a way to prevent this or at least to keep the app downloading the content while the Oculus is idle?
Hi all,I need to pass 1 more requirement for my app to be published and it is this:VRC.Mobile.Functional.1The app runs and installs without crashing, freezing, or entering extended unresponsive states.Pressing the Back button on the main menu causes the "Oculus - Exit / Resume" menu to appear. From there, selecting Resume causes the application to restart. This action should not cause the application to close and restart.My developer can't find a way to rectify this, he uses:Unity 2018.2.20f1 Oculus Utilities for Unity 1.28.0 Oculus Integration 1.34.0Developer support team asked to see the android manifest file, could someone tell me what it is in this file which needs to be added / changed in order for the resume feature to work correctly?Help would really be appreciated!Thanks
Unity Version: 2018.2.5f1Oculus Unity SDK: OVR Plugin Version 1.32.0Framerate drops severely when disabling Oculus XR and re-enabling it.1. What happenedUsing Oculus, if you enable XR then disable XR, when you re-enable XR the frame rate drops significantly. The more times you enter and exit VR, the worse the issue becomes.2. How we can reproduce it using the example you attachedSteps to Repro: 1. Open Sample Project titled "Oculus_VR_FPS_Degeneration"2. Open Scene "SampleScene.unity"3. Press play4. Press "Up" key to enable XRSettings. Take note that the framerate is stable.5. Press "Down" key to disable XRSettings.6. Press "Up" key again to enable XRSettings.Expected Results: Unity should return to VR at a stable framerate.Actual Results: Unity experiences a period of deteriorated frame rate.Tested and reproduced on: Unity 2018.2.5f1 & Unity 2018.2.1f1Unable to reproduce in: Unity 2018.1.9f1License type: Pro
Hello,I am looking for a way to have the audio output on in Unity even when not wearing the Oculus Rift.Currently, if I have the headset on my head and I mirror the audio, I can hear it both on the speaker and the Rift headphone. When I take the headset off my head, the audio on the external speaker are off as well.Is there a way to keep the speaker on?I want to replay events that happen during a previous VR session, so the player has to take off the headset before to watch it.Thanks in advance for your help!
I am trying to set up an asymmetrical VR prototype, but I want to use an Xbox controller to control the PC player and let the VR player use the touch controllers to move.The problem is that the PC player uses the scripts from https://assetstore.unity.com/packages/templates/systems/3rd-person-controller-fly-mode-28647. This has been great, except that the line `Input.GetAxis();` gets both the touch controller's input as well as the Xbox controller's. I tried using a third party solution here: https://assetstore.unity.com/packages/tools/input-management/input-manager-cc-57332. From what I have seen through debugging, it seems like the touch controllers and the Xbox controller BOTH register as `Joystick 1`. The weirder thing is that the VR player only gets moved by the touch controllers, but the PC player gets moved by the touch controller ONLY with the left hand and ONLY in the Y axis! The Xbox controller works as expected, however.How do I allow the&nb
We are looking for a person who will help arrange the application with animation. video shooting + animation overlay.3D VR 360 4Kwe work only on NDA
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