Unity Development
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I generate objects at runtime that need to be grabbable. In the editor this is easy: drag the collider over the Grab Points field of OVRGrabbable and you're done. But how do I do this in script?Actually I have this working already but only if my grabbable object has a **single** collider, not a compound collider. If anyone wants that, just add this code snippet to the OVRGrabbable script: virtual public void CustomGrabCollider(Collider collider) { m_grabPoints = new Collider[1] { collider }; }And then you call that wherever you generate your object and send the object's collider as argument. It's worked well for me, but now I need to do it with compound colliders.In the editor it is again much easier. Even with compound colliders, I just drag my child object with all of the colliders attached over
I am making a game in Unity. Is there any blog or something which can help me understand how to use an avatar in Oculus go? I saw a video on youtube but Unity is showing an error of libovravatar.
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
Hi guys, I know you're already cautioning people away from upgrading to 2018.3.0f2, but you're citing issues with Package Manager as the reason. We are not managing the utilities through Package Manager, and my team discovered the showstopper-level issue described in the title a few days ago when we upgraded to 2018.3.0f2. There appears to be an issue logged with Unity about this already. It mentions Quest, but it applies to Go as well, and appears to be directly related to 2018.3.x.Are you aware of this? It's kind of an emergency and needs to be fixed as soon as possible.
Hello, I am using the latest Oculus integration and I have big trouble with:OVRInput.GetDown(OVRInput.Button.Back)You have to push it 5x-10x to get it work. In my another game with same SDK version it works good. So there must be something in project settings.Any idea?
As the title suggests, I'm trying to make something with both VR and non-VR components. Currently, I have been unable to get unity (currently using 2018.2.19) to have both displayed at the same time. I set the main camera (non - vr) to not target the eyes (and therefore the main display) but it only works when the headset is in sleep. When the headset is on a player, what is supposed to be the main camera display switches to the VR preview? How do I prevent this from happeneing? Thanks
Hi,How do I setup / connect the Oculus Go to Unity so I can look around in my scene when I hit the Play button? Instead of having to install the .apk...Here's an example of a guy doing it at 2:27 :https://www.youtube.com/watch?v=moDKuF5ARh0Thanks.
Hello all, on mobile it's standard practice to be able to tie the two events of user clicks ad and same user launches app, so that way you can precisely track which ads are working...is something similar provided by Oculus? Even the ad is on Facebook ad network?I haven't seen anything but most searches are polluted by the fact that the usual search term is ad generated installs tracking and well, tracking has a pretty big other meaning in VR....Thank you for your help!
Hello, I'm currently working in Unity to create a VR hub application that links to three VR experiences that reside in their own separate executables. Currently, I drop out into the OVR white room when transitioning from one executable to another. On SteamVR, I'm able to mask this transition by using their Load_Level script to launch the external process while fading into a customized compositor scene during the transition. I noticed that OVR_Overlay allows me to customize the white room by loading in a cubemap. Is there a way to get this customized overlay to persist as I switch executables?
Hi there,please, can somebody help me how to get gyro data from Oculus Go using Unity? I need to get raw gyro (orientation) data for my research.
Sorry I know the title is really confusing.Basically the camera and hands are nested under an empty object. This empty object is then used to rotate the character and teleport the character. Thing is, the camera is able to freely move around and away the empty object. Making rotation seem like you're running in a circle instead of just rotating. Then when you teleport it's a little offset. Like if you shoot the teleport beam straight down you move because it's teleporting the empty object to the camera which moves the camera. So if the headset and camera aren't exactly on top of the empty object everything gets wonky. I understand the problem just can't figure out a solution. I tried resetting the position on every teleport but you can still move away and spin in circles. As well as resetting resets the orientation and that's not exactly what I need. Any help would be greatly appreciated.
In these several days, my Oculus Go projects start to behave strange.When I build apk and run it, any sound or music does not stat playing until once I pause the app, go Oculus Go home and then come back to my app again.After coming back the the app, all sounds perform fine. This issue started happening in few days ago and I have never changes any setting of my projects.Does anyone know how I can fix it or workaround it?Unity 2018.1.1f1
Hello,We are developing an game for Oculus quest platform. May I know, does Oculus Quest support in-app purchase? If so, where can I find more information about it?Thanks,Robin
I believe I'm running into some of the same problems @RobAC94 was having. Since 1.21 runtime hasn't been released yet, I'll assume that TestSDKVersion isn't going to be a problem. I'm using Unity 2017.2.0f3, and the test shows Engine Version at 0.0.0. TestLaunchIntoVR also fails, I'm thinking because of the Unity intro screen. Again, shouldn't be a problem.TestFrameRate is where I start having other issues that I'm unsure of. Using --print_fps shows me consecutive 90 fps until "ERROR: INTERNAL ERROR: Events Lost" and then test failure. I first load to a scene with nothing more than a cube and a single canvas, so I don't know what could be going wrong.TestSubmitFramesWhenVisible, TestResponseToRecenterRequest, TestAppShouldQuit, and TestAudioOutput all throw the same internal error message and failures. I see in the docs that I should be polling for "ovr_GetSessionStatus". I'm guessing some of the 'Events Lost' are in relation to this.&nbs
Running into an odd problem here with a Unity project. I'm only using 4 ms of CPU per Update and not doing anything taxing on the graphics side. It effortlessly hits 90 FPS... most of the time.Sometimes (about 3/20 times) when I remove the headset and put it back on the framerate drops to 45 or 30 FPS. The problem usually goes away if I poke my finger in front of the head presence sensor a couple times. According to the Unity profiler this problem is all vsync, which makes me suspect something odd is happening on the Rift's side of things.Any ideas on how to fix this?Using Unity 2018.2.14 with oculus SDK 1.33.0.
I'm just trying to do the controller check but i'm not sure what string to put for this. I currently have a bunch of or statements with goController, Oculus Go, Oculus_Go, and OculusGo. Not even sure one of those is right, can't find it listed anywhere I've checked.
Hi all.I have a developer account with one Oculus go and i recieved two nes Oculus last week. I cant run then on Unity because i can´t include then in my developer account. Anyone who show me how pls? thank you.
Hi everyone,I have a project of Augmented Reality by using Oculus Rift and 2 Webcams attached to the Headset.I need each camera to render and display on each eye. I found some information online (https://developer.oculus.com/documentation/unity/latest/concepts/unity-mrc/) But it seems that it is outdated with a lot of dead links. So I would like to ask you if you have any clue / links or anything that could help me to start this project please.Thank you for your help
I'm trying to make my game automatically switch to OVR mode when the Hardware is detected but I'm unsure as to how to do that correctly?I have tried doing this:if (OVRDevice.IsHMDPresent())But it seems to be true even when the headset is unplugged, I can only assume that it's because there is an OVRCameraController in the scene, what is the correct way to do this?
Hi,I am wondering if there is a way to record the OVR Camera Rig (head and the two touch) as an animation.What I am trying to do is record the OVR Camera rig and use that record applied in a different scene to animate a new camera rig disabling oculus scripts in play mode.Thank you!
For debug purposes I want to be able to run without having Oculus Rift connected. The game starts ok, and displays in a window representative to the Oculus resolution, but the fov is way up, both horizontal and vertical, I see way more than what I do in VR. I have the camera in a parent object, but no scaling is done, and the view is just fine running with VR... why is there a difference? Should there be?If I change the fov on the CenterEyeAnchor to one third (30 deg) in non VR it's about right... Is it a bug?RunningUnity 2019.1.0a14,Oculus Integration 1.32.1 (don't have any problem with it after disabling some code lines that caused trouble).
So, I seem to have encountered an issue in Unity 2017.2 with Oculus Utilities v 1.18.1. Calling OVRInput.GetUp(OVRInput.Button.PrimaryIndexTrigger) does not return true when releasing the trigger on a GearVR Controller. I wrote the following code to test this:void Update () { if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)) { r1.material.color = Color.red; } if (OVRInput.GetUp(OVRInput.Button.PrimaryIndexTrigger)) { r1.material.color = Color.white; } if (OVRInput.GetDown(OVRInput.Button.PrimaryTouchpad)) {
hi I can't find a way to change the button to run on the touch controllersI found the: // Run! if (OVRInput.Get(OVRInput.Button.PrimaryThumbstick) moveInfluence *= 2.0fI changed it to: If (OVRInput.Get(OVRInput.Button.PrimaryThumbstick) tho, don't know how to set it back!!!!!but it did't workplzz help me with thiswhat do I need to change
i am using unity 2018.1.of2 and i'm developing for the oculus go. which sdk should i use? please include link in answer. thank you! []-)
For a class, we're designing a VR/AI program using IBM Watson, Oculus Rift, and Unity. We have two Oculus Rift hand controllers, and I need to figure out how to use them to click buttons. I know how to get the hands themselves set up, but I really just need help with buttons, and I can't find any information on the subject. Any help would be insanely appreciated. I have to finish this by Thursday afternoon, so I can only work on this today and tomorrow morning, and I'm so confused. If any advice seems too simple or obvious, it's not. I'm an idiot. Please help me. Please.
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