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I want to acquire raw data of acceleration with Oculus but I can not use Vector 3 acceleration = OVRDisplay.GetAccelerationHow can I display Log in Unity? I want C # code to be taught.
I am working on a game and want to use the latest version of Oculus Integration. I tried simply re-importing it, but all I got was errors, and I still didn't have Oculus Avatars and Oculus Platform in the menu. Does anyone know how to upgrade a project to the latest version of Oculus Integration?
Hi so I am working on a unity VR game and am trying out the usage scene for distancegrabber. Is it possible to make this scene work with the oculus go controller instead of the touch controllers?
Hi,I am facing an issue with my video 360 on Oculus GO and unity.My issue :I have a simple scene with the unity video player inside (play on awake, loop check).After multiples reloads of this scene, the app freezes.From my tests, the crashes occur when the video player starts after 50 or 100 reloads of the scene or 15-30 minutes of use.I use Unity 2017.4.14I use the oculus SDK 1.29Video:My video has a resolution of 3480x1920.Encode : h264 .mp4The video is displayed in equirectangular 360 in monoThe video is captured with this asset :https://assetstore.unity.com/packages/tools/video/vr-panorama-360-pro-renderer-35102For the video player I have tested :- AVPro 1.9.6 (from asset store)https://assetstore.unity.com/packages/tools/video/avpro-video-56355- the built-in unity video playerProjects with this issue :On my main project, I use AVPro.I have a video manager with the video player set as DontDestroyOnLoadIn some scenes, I get the video manager and play a video or replay a video for the
Hey folks,I’ve been working on a game which is cross-platform so it make sense to disable VR on Platforms which do not have VR. I recently upgraded to 1.31 and while building for PC I get no issues, but when building for Xbox One and Nintendo Switch I get the following error in the console and cannot make a build.Assets/Oculus/Avatar/Scripts/OvrAvatarLocalDriver.cs(9,44): error CS0246: The type or namespace name `OVRInput' could not be found. Are you missing an assembly reference?Assets/Oculus/Avatar/Scripts/OvrAvatarLocalDriver.cs(26,38): error CS0246: The type or namespace name `OVRInput' could not be found. Are you missing an assembly reference?If I add Xbox One and Nintendo Switch to the “Excluded Platforms” of the Oculus.VR assembly I got a whole other error about “NUnit.Framework” namespace. Before upgrading to 1.31 (I was on 1.29) I had to create Assembly Definitions for each Editor folder in the Oculus Utilities package and that worked, but after upgrading I had to d
Hello, i have a problem with my app that uses Oculus Avatars with PUN. Problem is that i have a Oculus GO headset that crashes after a few runnigs of the app.https://pastebin.com/0m6RHW1b - avatar serialization codehttps://i.imgur.com/rJkt45r.pnghttps://i.imgur.com/Y0QlHyD.pnglogs of the crash.I am using the latest version of Oculus Integration.Thank you in advance.
Hi , i found and fixed a bug i had with removing the Rift from the user head. Upon removing the headset the screen would go black and wouldnt recover, i only had to untick "MONOSCOPIC" from the OVRManager and solved the issue.Also there is a Bool called isUserPresent if anyone needs it.if anyone gets here, that should help, cheers!.
Hi allHave been using the Oculus SDKs with the beta release of Unity 2018.3; but there's all sorts of problems, especially with the avatar shaders etc. Any idea if they are going to be updated soon?Many thanks,tasos
What's the recommended way to get Unity rendering in 72 FPS for the Oculus Go?The Oculus Unity Developer Guide only mentions either 60 FPS for Mobile or 90 FPS for the Rift and AFAIK doesn't describe how to actually to achieve this in Unity.
I am sometimes getting the error..."No Oculus Rift App ID has been provided. Go to OvrAvatar > Edit Configuration to supply oneUnityEngine.Debug:LogError(Object, Object)"It also has been taking a while to start play mode, I think it might be related. Whats going on? How can I fix this? Thanks.
Acer Predator Helios 300 G3-572-72YF 15.6" Intel Core i7 7th Gen 7700HQ (2.80 GHz) NVIDIA GeForce GTX 1060 16 GB Memory 256 GB SSD 1 TB HDD Windows 10 Home 64-Bit Gaming Laptopits been a while since I played my rift so i decided to play my rift today but when i got everything turned on everything was laggy stuttering and the hands were just warped. discord is running in the background and that hasnt been an issue ever so i am wondering what the issue could be?
Hello, i am making a game with Photon PUN 2 and oculus avatar sdk (from 1.30 integration in the store), and when i play, 1/8 times i play i get broken models, they look allright in the lobby, never break, when i join the game and the local avatar is created, it gets broken some times, some times it works allright.Im using VRTK too.
I have a Unity App that I am building where I make a web request to retrieve textures from a server. I use UnityWebRequest and I have everything working in the development project where I am testing it with oculus Rift. I have included a progress bar when it makes the request so I can see that it is doing something but when I download the APK to oculus go and make the request it does nothing, it doesnt get past the UnityWebRequest because the progress bar canvas never appears. I do not know how I can debug the issue, I have no error that I know of, it just seems to never move forward in the script. Any Ideas on what I can do?
Hello,I have a scene with 4 videos, they play all together.I noticed that when theres only one video at a time the application shows them.When all play together the application will not render them.Is this issue familiar to you with OculusGo or Android?besteco_editor
I am developing in Unity, followed instructions on official blog (https://developer.oculus.com/downloads/package/oculus-avatar-sdk/) and also did some digging on this issue, honestly the Avatar & Hand should just align correctly with the HMD cam instead of manually adjusting the LocalAvatar transform. Since I have to run the app to see what's changed, this becomes a pain.Any tips are welcome.
Is there a prefab for that?I want to replicate the fading of the controller, fading of the ray, the auto-resizing reticle in my app.
Dear all,we installed the OVR utilities to grab objects.We are interested in how this is implemented, e.g. is the source code available somewhere?Best wishes,SG
Hi all :-) Have tried just about everything I can think of to get Unity's default linear fog (or exp) to work in my scenes on the Oculus GO. Some people say that it works, others that it doesn't. Any clues on what I could be doing wrong or have missed - an export setting perhaps or maybe something not added to the camera/cameras? Forward rendering camera, perspective, single pass.Any help greatly appreciated :-)EDIT: RESOLVEDTurned out to be an additive issue in that if scenes are loaded additively and the original scene didn't have fog enabled then the new scene's fog settings aren't applied cause it's assumed you don't want them. :-)
I am attempting to submit an update to an app already on the Oculus Store. Despite the packages both having the same name I am receiving the following error:Invalid Package NameThe package name for an app can't change, and must be the same for every version of the app. Please upload a version with the correct package name.I have double checked the app name and it is definitely the same. I have rebuilt a couple of times and been unable to get past this issue. Has anyone seen anything similar?CheersTom
Hi guys, my avatar is not showing correctly, im using the oculus v 30 (lastest), unity 2018.2.14f and im running the cross plat scene.the avatars are like 1 or 1.5 units down.
How do I know if the controller for my Oculus Go is Left or Right handed in Unity? Is there a simple command to put in an if statement like:if (Controller is left) {}
Hi. i'm trying to make my game "Polygon Nightmare" a multiplayer version but got stuck at the (!isLocalPlayer) function!I have followed the instruction described:https://unity3d.com/learn/tutorials/topics/multiplayer-networking/identifying-local-player?playlist=29690and it works for the OVRPlayerController.cs (moving the localplayer in a multiplayer instantiated prefab)!But! trying to do the same in the OVRCameraRig.cs script to sync the local players touch controller input, doesn't work at all?I get multiple strange glitches trying to implement !isLocalPlayer. in the CameraRig script (holding the anchor movement input) And even that i need a NetworkIdentity component on the OVRCameraRig object, resulting in i get an error you should only have one NetworkIdentity component on the root object?PLEASE! could anyone describe a way to make the OVRPlayerController prefab into a working Network local player "achor" wieldin
When trying to run my game using 'Oculus Integration' assets, it fails, and I notice it says SDK v0.0.0.Is this a possible problem? Should that version be a real version?I am wondering which SDK that is referring to?The full line in the console is:Unity v2017.4.16f1, Oculus Utilities v1.31.0, OVRPlugin v1.31.0, SDK v0.0.0.In this older youtube tutorial, the user installed the 1.26 oculus integration, but when running, his Go works with the IDE debugging, but the SDK says v1.27.0, with the utilities saying 1.26https://youtu.be/moDKuF5ARh0?t=510 The basic steps to setup my situation are:1) I am currently using Unity 2017.4.16f1, whcih is the LTS at the moment.2) I add the 'Oculus Integration' asset from the asset store, and import all of it.3) After installing the package, it asks to upgrade OVRPlugin from 1.29 to 1.31, and restarted Unity.4) Added the Oculus/VR/Prefab/OVRCameraRig to the scene5) Set build target to Android, and added Oculus to the VR SDK in the XR settings.Other n
Dear allI searched a bit and didn't find an answer, so if someone already asked, please lead me to it.When I am in my unity based app, I want to be able to launch a link to any site, but make it launch in the Oculus or Samsung browser while still with my goggles on.When exiting the browser, I want to be back in my app.The browser should launch in 2D mode, and continue so, unless the user goes stereoscopic.Can this be done?Thanks
I'm currently at university and I need to create a VR game in unity however, I can't just create and test while at university on an actual Oculus, does anyone know of any programs or pieces of software that could emulate an Oculus or VR experience on a PC without the actual device?
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