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After GearVR was updated, long press the Controller's Home button , not only reset the Controller's direction but also reset the scene's direction. This is what I don't need. What can I do to calibrate the handle only and the scene is excluded. Thanks !!
- add the 1.32.0 Oculus Spatializer .unitypackage to a Unity 2018.3.0 VR project with XR enabled and targeting Rift.- set Ambisonic Decoder Plugin in project Audio Settings to OculusSpatializer- add an ambisonic sound to a prefab in the scene following Oculus documentation.- place multiple copies of the prefab in the scene- hit playUnity crashes.Unity v2018.3.0f2, Oculus Utilities v1.31.0, OVRPlugin v1.31.0, SDK v1.33.0.From Unity's support team:Hello,Thank you for reaching out to us.The crash appears to happen inside the Oculus Audio Spatializer. To be specific, looking at the logs, when OSP_SpectrumAnalyzerGetSpectrumInterleaved is being called. Since this is their 3rd party dll, we would be unable to fix it. I would suggest not using it for the time being and reporting the bug to Oculus.If you have further questions, feel free to ask.Regards,GiedriusUnity QAhttps://fogbugz.unity3d.com/default.asp?1109509_iglqc47s2tf9dtk9
Hello all.In my Unity application, a lot of people who demo the app are quite inexperienced with VR and most tech (older generation). A lot of them struggle to get used to the touch controllers, and often don't rest their fingers on any buttons when they are using them. This causes the controller to be become inactive in Unity after about 2 seconds of not touching any buttons while holding it relatively still. If the left controller deactivates itself, then the right becomes the primary controller by default, and some functionality gets mixed up - the right trigger for instance will do what the left trigger was assigned to do. This is frustrating if they are using the right controller index trigger to do something while the left is still, and the left deactivates and suddenly that same right controller trigger performs the wrong action.I looked around in the OVR player controller scripts etc. and haven't found any 'sleep' timer which dictates how long until the controllers sleep. I als
Because either Unity 2018 or the oculus addons have seemed to be A RIDICULOUS MESS. Is carmack still at the company and does anybody at the company care that the tools don't function? (or did caring about the products leave with palmer? That would be mildly reasonable, but still...I have a Gear VR)If there is ANY KNOWN AND VERIFIED method to ABSOLUTELY build and deploy a Gear VR/Go apk PROPERLY and WITHOUT ANY red console errors, post how here. Thanks in advance!
n my scene I have the standard ovr player controller and the ovr input manager. In game mode when using my keyboard cursor i can move forward, back, left and right.I would like to do exactly the same thing but with the Oculus go controller when running this on the oculus go. How would I go about this?is there an easy way? sorry I'm very new to this.thanks, Jono
Asking because it is RIDICULOUS that there are 1. The Unity integration tools. (WHICH IS RIDICULOUSLY GIGANTIC AND BLOATED) 2. An android package in the package manager. 3. Another oculus package in the package manager which seemingly ALSO needs to be installed (OR DOESN'T???).Honestly wonder if ANYBODY at oculus knows. Is there ANYBODY at the company testing to see if all of this ACTUALLY FUNCTIONS AND BUILDS PROPERLY IN UNITY????!!!!!!!!! BECAUSE I TRIED MANY DIFFERENT WAYS ALREADY AND AM FURIOUS that oculus seemingly DIDN'T have any employees testing these tools!!!!
I'm planning on making a Go program, but it's just so much faster to develop using the Rift. Is there a way to restrict my 6DOF of my camera and controllers to 3DOF to fit that of a Go? The Go moves the controller in a special way when rotated. I want to simulate that for the Rift. It doesn't just stay in place and rotate around itself.
How do I use OVROverlay with text in Unity to make it look better in VR?Do I put it on the canvas or on the gameobject that has the text component? Or does it support Unity text at all?(I don't notice a difference putting it on the canvas - what am I doing wrong?)
Just a general Unity knowledge query.... I have scenes with 50-60 mesh/box colliders in them. In some scenarios I don't need them so I thought why not make a list of GameObjects that use them and then on scene load check to see if they're needed and apply one per frame. I believe that if you turn them off in the editor and on by script that Unity recreates them form scratch anyway?Would this significantly reduce load time since it'll only be loading geometry/lighting etc - and 60 colliders per second shouldn't slow down the page load??
When building for the Oculus go I keep getting the Win32 IO error:IOException: Win32 IO returned ERROR_ALREADY_EXISTS System.IO.File.Move (System.String sourceFileName, System.String destFilename)It looks like an easy to solve error but I have tried different things but do not get it fixed. Building the same APK for Andriod (Gear VR) does not give any errorsCan someone help me out?
Hi There,I've been working on getting OVRGrabber.cs in the AvatarGrab scene to work across both Vive and Rift. I am using Unity 2018.3.I'm running into odd behavior where AvatarGrabberRight and AvatarGrabberLeft won't move along with the controllers (using openVR and Vive wands) When using the Rift all works fine.I think I've isolated the problem to the rigid body and physics system:inside void OnUpdatedAnchors() - GetComponent<Rigidbody>().MovePosition(destPos);GetComponent<Rigidbody>().MoveRotation(destRot.normalized);both work as expected with the Rift but not at all with the Vive.In order to get things moving with the Vive wands I need to swap to: transform.position = destPos; transform.rotation = destRot.normalized;Also - with the vive wands I need to move OnUpdatedAnchors() to be done in Update() as FixedUpdate() only fires once on startup.Assigning the new position and rotation directly sti
Hi,downloaded latest "Oculus Integration" I can't run anything in Unity 2018.3.0f2 or 2018.2.19f1 I'm getting this error: 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?)This is from an empty scene, just loading the new "oculus integration' package. Updated oculus to all latest updates/firmware. Nothing will run because of this error. Not even the demo scenes.
How can I change my profile's handedness?The OVRInput docs say "...left-handedness versus right-handedness, which is specified by users during controller pairing.."I just re-paired my touch controllers and didn't get the option to change handedness.Nothing in Dash configuration, desktop app, or website profile.Trying to change from left to right.Currently, PrimaryIndexTrigger is mapped to my Left touch controller and the Unity OVRAvatar editor panel has bolded the "Controller Left" attribute.
Feels like this should be a simple one, but I can't find it anywhere.How do I get access to the rotation values for the head tracking? I want to use the head tracking values to control the pitch/yaw/roll on a simple airplane.Thanks!
Recently i tried a basic app for google cardboard for the first time. When i ran it unity played the emulated version in the editor. Now i'm trying the same for gear vr but apparently you have to build and run the app on the mobile itself to test it. Is there any way to run the gear vr app in the unity editor itself. Cause even after pressing play the scene just plays with no way to interact in it.(Like looking around)
Thanks in advance.
The only time it goes up to 60FPS is on the loading screens. During gameplay there are a ton of stale frames. The game is fully playable and though the frame rate is low it's functional, fun, etc...But to meet the requirements of the samsung gear vr store, this game needs to have 60FPS and not cause the phone to overheat after 15 minutes or so. I've tried all sorts of different things including but not limited to:throttling CPU/GPUenabling/disabling: MSAA, VSync, Occlusion Culling, ...In the Unity profiler there are minimal spikes but the few that did happen (and they happen very rarely) were:NavMeshManager.WaitForJobGroupandParticleSystem.EndUpdateAllThe stale frames do stop if I pause the game (game has a pause function) and then it runs smoothly (~60FPS) until something??? happens and the stale frames come back and it runs at 20FPS again.I think the overheating and the low frame rate might be separate problems but might also be related. Have been messing arou
Hi, Is there a way to setup a VR multiplayer environment between the Go and the Rift in Unity?
Hi there, In my app I am using Oculus voIP and getting the pcm samples for playback. That all works fine. However it seems like I am get the 480 samples regardless of whether the other player is saying anything. Is Oculus always transmitting voice packets even if the player is silent? I am not dealing with a push-to-talk game, so I don't have any players muted. However I thought that Oculus would have some sort of threshold to determine whether sound packets should be sent or not.Any idea how to detect if a player is speaking? I need this so I can drive the mouth moving animation. I suppose I could analyze the incoming PCM to determine if there are silent spots, but I'd rather not go down that route.Thanks!
Whenever I start my app the first time after a fresh install I get a popup asking me for microphone permission. I can Allow or Deny it.Is it possible to have native popups in Unity with an OK button for example? Either overlaying the app or switching to the same realm the permission dialog is prompted?
Hello,Hope anyone is able to help. in Unity, I've created an AndroidManifest.xml file using Tools > Oculus > Create store-compatible AndroidManifest.xml, problem is, when I try to build the APK I get an error that says Unity is unable to merge android manifests.The only way I'm able to make a build is to delete the AndroidManifest.xml file from the Assets\Plugins\Android directory. Problem is if I upload this APK it doesn't pass validation.Can someone please point out what do I need to do ? I'm using Unity 2018.2.13f1 also Using Oculus Integration v.1.30.1Thanks in advance.
Hello,I've been working on developing a mobile game for Gear VR, and have been using OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger) and OVRInput.Get(OVRInput.Button.Back) to query the state of the trigger and back buttons on the controller. The trigger works perfectly every time, but the back button only seems to work sometimes (like once every two or three clicks). I've tried swapping my code to have the trigger and back button perform the reverse functionality (so the back button would grab an object, and the trigger button would pull up a menu) and I'm still having the same problem, which indicates to me that the back button is the issue, and not my particular lines of code. I've also tried using the back button on other apps and it seems to work just fine, so I think the problem may be related to my version of Unity and/or the Oculus Integration asset.I'm using Unity 2017.4.1f1, and Oculus Integration Version 1.30.0. Does anyone have any ideas about
I'm trying to display two separate camera feeds in Unity in real time, and I've been successful so far using WebCamTexture and two planes.This was easy in basic Unity as I just needed to attach my script to the planes under MainCamera, but I was unsure how I could achieve the same results when using OVRCameraRig. I've currently got the two planes as children of LeftEyeAnchor and RightEyeAnchor and modified the scripts for each one. This setup seems to be problematic, however, as only the plane under LeftEyeAnchor displays the feed and the plane under RightEyeAnchor doesn't do anything. Could anyone point me in the right direction?
We're making a Unity-based surfboard experience and expect the players to be standing and using their hands with Touch controllers to steer in the game. We want them to see themselves and their hands on the board (via first-person Avatar visualization). This all works fine with OVRCameraRig and OVRAvatar, with one exception: Because it's room scale, players can "walk" off their in-game surfboards or otherwise get themselves into odd positions relative to their board. Disabling position tracking in OVRManager keeps the player camera correctly positioned on their in-game board, but then you lose the Avatar hand tracking.Any suggestions on ways we can keep the player fixed on the surfboard but still track their hands (without having the hands drift away if the player moves around in their room)?
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