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We've discovered a crash in the audio spatializer Unity plugin DLL on older CPUs without AVX. (The CPUs are officially unsupported, but we recognize that some users will still attempt to run Oculus software on them, resulting in developer support requests.)YOU MAY GET THIS CRASH EVEN IF YOU'RE NOT USING THE AUDIO SPATIALIZER. Unity can load the DLL at runtime even if it's not used. Furthermore, in Unity, this crash will terminate the program before any diagnostic information is written to the output logs, making this somewhat difficult to identify. The workaround for this crash is to remove the DLL from your build.
We have been receiving reports of an issue when attempting to compile with the current integration (v1.32) offered on the Unity Asset Store: Assets\Oculus\Avatar\Scripts\OvrAvatarSkinnedMeshRenderPBSV2Component.cs(4,23): error CS0234: The type or namespace name 'Policy' does not exist in the namespace 'System.Security' (are you missing an assembly reference?)Our team is aware of the issue and working to rectify it. For the time being, this can be fixed by opening the Assets\Oculus\Avatar\Scripts\OvrAvatarSkinnedMeshRenderPBSV2Component.cs file and commenting out/removing the following line (line 4) highlighted in bold:using UnityEngine;using System.Collections;using System;using System.Security.Policy;using Oculus.Avatar;
Hi there,I've been trying for several days to connect my DK2 with Unity, so to be able to see my vr projects, while be in edit mode (not have to build it).So far, I've achieved to connect the DK2 on my Mac and see the test-desk scene (utility app). Here comes Unity:I have downloaded and imported Oculus Integration 1.32.1 (latest version).The "Sample Framework" does not exist anymore.I have "played" any scene available in Oculus Integration 1.32.1 package.I only got blinder and blinder...So I ask for a simple step-by-step, up-to-date guide to set up DK2 for Unity and manage to see a simple sample project.starting with display settings (should I be in Mirroring or extended mode?), packages downloaded and settings. Thanx
Hi Everyone,I'm working on a server-client application. There is one server on LAN with multiple clients. The server is a Windows based PC, the clients are Oculus Go-s.The functionality is not so complex, the server sends commands, the clients execute them. Besides this the clients send status updates to the server (their battery level and some info about the content's current state).I would have some questions about this scenario:- When the user removes the Oculus Go headset, it goes to sleep mode after a short time and the connection seems lost. Is that possible to keep the connection alive and send the status updates, even if no one wears the headset?- If so, what is the best way to do it? (code sample or any advice would be much appreciated)- UNet, Platform SDK or other networking solution you would recommend to build this scenario?- What is the best practice to connect automatically to the server on the LAN (and reconnect automatically if necessary) if the server's IP address
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
Does anyone know why sometimes, the compositor does no head-tracking or is stuck in front of your face (i.e. all layers from the compositor are rendered to the HMD from origin aka position / rotation zero, instead of from the HMD position)? So far, this seems very random to me: It always works correctly in the editor (i.e. OVROverlay instances are in world-space, and rendered from the actual HMD pose), but earlier, I made a build, and the build had the compositor stuck. Then, I did some work on the project, eventually did another build: Now it also worked correctly in the build. And currently, again, in the builds, the headset renders from origin. This only occurs in the compositor, otherwise, the game renders just fine. Also, I never saw this in the Unity Editor - only in builds (this is obviously on Oculus Rift, via Oculus SDK).I have now done quite a bit of experimentation trying to make this work correctly in builds again - but no matter what I do, the compositor is "stuck on
I have an app that runs videos off of the local Movies folder, which works on the phone version, but I'm currently porting it over to the Oculus Go. I need to allow this app to access the Movies folder and play the videos, and right now it's finding them, but I can not set the permissions to allow "Read" access. This is pretty easy on the phone, but I'm having a hard time finding any sort of easy setting. Is there something I'm missing, or is there a command line that will set it through ADB? Thanks in advance!
I always get "No bucket/key combo found." when I call CloudStorage.Load(), any solutions?
Hello there,I am currently working on a program, that´s supposed to support normal therapy for people with nerve lesions. For that I created a program with different funtcions. The last phase is supposed to show both hands to the user, but while flexing the fingers of the right hand, the fingers of the left should flex as well. The location of the hand in the room is supposed to be independent though. I am working with:- Unity- Oculus Integration- Oculus RiftWould be awesome, if someone can help me.Much love,Max
Hi guys.I already used unity builded files in cv1 without any problem.but from yesterday a strange problem found.none of my builded unity files.exe not work in VR mode.1) I turned On the "Unknown Source" already but not work.2) I checked the _data folder that has the "OvrPlugins.dll" file.3) in my builded files "Virtual reality support" enabled.Are there anything new that I must know??Please help.Thanks for support
@imperativity Hello there!I have some issues with my old Oculus integration and I want to upgrade to the newest version via the unity asset store. I already tested the new integration in a clean project and realised that the folder structure seems to be different than the old one. Everthing is now stored in the Oculus folder and not anymore in different OVR folders which is quite neat BUT i wonder how i am supposed to upgrade my old project without problems.Thanks for your help!Christopher
Hi all,I have a problem with speech recognition in Mobile VR (Gear VR)When using in Mobile VR, the speech recognition is doing lag for 1 - 2 seconds, but it is killing whole VR experience. See video here: https://www.youtube.com/watch?v=bF9ayeKSn2A&feature=youtu.be - seconds 7 - 12. My idea is because of audio encoding. Deep profiling is not very helpful. I am using Frossweep plugin from Asset store. Is here someone, who has successfuly implemented speech recognitin in mobile VR?
It looks like we might have a serious issue with perspective and distance distortion in our Oculus Rift game (Unity).The feeling of "VR" is lacking and I think it might because the scale of our objects (in game cockpit) is set to 0.1 instead of 1.I'm guessing the Oculus things our cockpit surface is a few inches long instead of a few feet long.To change the scale of our models at this point will completely break all aspects of our game.Is there a way we can modify the camera or a different setting to adjust the distance and perspective to correct the issue?Any help is appreciated.Thanks
We've run into an issue with Oculus Integration 1.32.0, and we'd like to try version 1.31.0. However, older versions of the full integration are not available through the Asset Store or the Oculus developer web site (which would be very handy, BTW).Does anyone have the 1.31.0 (or even 1.30.0) asset package that they'd be willing to share? If so, feel free to send me a direct message.I'd revert to our prior build, but it's all the way back at 1.24.0 and there are too many changes to go back that far.Thanks!
Good evening, I have been trying to upload my unity zipfile to the build dashboard on the oculus website and It keeps saying that theprovided launch file MC4run was not found in the package. The picturebelow is what is inside my unity zip file MC4. The MC4run works perfectly on myPC, so I was wondering if I am typing in the wrong name into the launch filebox. I am fairly new to this and I looked everywhere for a solution. I am usingunity 2017 so maybe that has something to do with it.Thanks Thanks,
There is a warning for the Oculus plugin on Unity Asset Store not to upgrade to 2018.3.0f2. (see below). "Due to an incompatibility with the Oculus Integration and all Unity 2018.3.x versions, we do not recommend upgrading to any 2018.3.x Unity Editor version."Could you be more specific on the issue please. Is it the package manager issue?
I have a large company contracting me out for some VR work, they want to have 10-200 people run through specific VR simulations at the same time. Creating the app has been alright but the problems start to arise when I think about how the app can be integrated. Will each of the APK's have to be put onto the headsets individually and run off multiple phones? Are they able to run all off the same developer phone? Would it be easier to publish them to the store, but then would you be able to publish them privately and not allow public access to the environment? Thanks for any help!
If I trigger both controllers to vibrate for N seconds, instead I get an N second delay, followed by the requested vibration. This seems to happen quite consistently any time we have both controllers vibrating simultaneously.I'm using Unity 2018.2.7f1 and Oculus Integration 1.27, and I'm triggering the vibration with: byte[] samples = new byte[90]; for (int Idx = 0; Idx < samples.Length; ++Idx) { samples[Idx] = 255; } OVRHapticsClip testClip = new OVRHapticsClip(samples, samples.Length); OVRHaptics.LeftChannel.Mix(testClip); OVRHaptics.RightChannel.Mix(testClip);Is this a known issue?
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 Name string packageName = unityContext.Call<string>("getPackageName"); s
Hi there,I'm trying to figure out if there's some kind of way to offset the yaw (Y axis) rotation of the forward vector for a system-level recentering operation, either through the Oculus API or via something like UnityEngine.XR.xxx.The following graphic is a bird's eye view of the different hotspots in the main area of our app, with their respective forward directions relative to "north". Forgive the MSPaint...You spawn into this area in location A. If you were to look behind you and to your right and click on the hotspot to go to location D, you'd be facing the right way because you already had to turn right to look at it.The issue is that when an OVRManager.HMDMounted/HMDUnmounted cycle inevitably happens on the Go, OR the user does a long press on the Oculus button on their Go controller and forces a recenter, if you're standing in locations D or E, you're now facing Y+0 degrees again instead of Y+/-90 degrees.The app naturally has events for when the user teleports to different lo
Hello!I want to create a hub for my oculus go (like oculus home) to start different games (not my own - so I've got no code). It should work like an intent for android, calling a different program ingame and return back to my hub after closing it. Is there an easy way to do this?Thank you in advance. Greetings
If I place my OVRCameraRig and OculusGoController(which is placed inside RightHandAnchor) in a room filled with objects and if I play the game in Unity, everything is visible along with the controller but in Oculus Go, I'm able to see only the controller. If I make any changes on shade of material of the Controller, they are reflected but other objects aren't visible. Has anyone faced this issue or resolved it ? Btw I'm using Oculus Integration v1.32 from the Asset Store and Unity 2018.14f1.
Hello,Is there anyway that we could get raw sensor data from HMD using Unity. We are trying to access gyro, accelerator data from Oculus HMD.Thanks for the help.A
Hi there! I'm trying to add some kickback from projectile weapons (to simulate a muzzle kick), but whenever I try to add a rotational force to the avatar hands from the Oculus Integration, nothing at all happens. I checked to make sure there was a rigidbody component on the hands, and that the rigidbody was not set to kinematic. Any and all attempted rotation changes to the hands seems to be completely nullified. Is there a way around this?
Hi all,App is finally ready to go into Alpha so that means Entitlement checks etc so I downloaded Unity Oculus Integration 1.32 (which also updates the SDK etc) and now nothing works :-( I get the startup logo and then eternal blackness.In the console during build (build as APK and side load with ADB) I see these warnings (which seem to indicate the update overwrote some of my Android settings?)....1: Script attached to 'OVRPlatformToolSettings' in scene " is missing or no valid script is attached2: No activity found in manifest with action MAIN and category LAUNCHER - your app may not start correctlyI am hoping that this is just a setting somewhere?? Any help greatly appreciated. I am guessing that since the Platform Tool made a 'store compatable' manifest that I can no longer sideload??Update: list #1 is because I added an App id to the tool settings in preparation - took the id out and that error is now gone.
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