Unity Development
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I'm a being made to develop a VR game through my school program.I don't have the money for, or the interest to dish out 400 bucks for a rift (I get motion sick very easily). From reading other forums it seems like The "Stereo Display (non head-mounted)" virtual reality SDK option under player settings is the best way to emulate using an Oculus to test a VR game in Unity. (a weirdly difficult piece of information to find)I'm trying to use this method so I won't have to go to class everytime I want to test out my game.As of right now all I can do is move using WASD. I can't find anyway to emulate looking around, and even though I have the avatar stuff set up, I don't see any hands. Is there any way to actually test the functionality of a unity game for Occulus Rift without a headset, and without installing some giant third-party asset?Thanks to anyone ahead of time for any help I get.I paid for and followed another toturial that turned out to be horribly outdated (never got any resp
Hello fellows,I am trying to generate a stereo vision using two webcams. I want to display the cameras image, one in the left and the other one right eye using Oculus Rift, but I don't know how to code that in Unity. I am currently developing my project in Unity and using the OVR plugin. Can anyone help me?Thank you,Jéssica.
We are developing an application on oculus go with unity. In the application, we press the home button, then the application is in the background, we can click resume on the UI to resume the applications, but sometimes the 360 movie is not resume correctly. The movie will stop for a while then it resume, or it does not resume at all and stay the same image. The method we use is render the video player to a renderTexture, and renderTexture set to a material, and the material is used by skybox. We found two sample projects for oculus go called, InputFocus and Movie Player. The movie player sample has the same problem we have, and we also try to use the function that used in InputFocus, It does not work too. the link for the two project. https://developer.oculus.com/documentation/unity/latest/concepts/unity-sample-framework/Therefore, can you give us some advice, why even the official example also has the same problem, and how to solve the problem?
Hi there,I am trying to learn how to make a VR app for the GearVR from Windows 10 (Unity 2018.2.15f1) to Samsung Galaxy A8. Doing tutorial https://developer.oculus.com/documentation/unity/latest/concepts/unity-tutorial/ however no success to make my USB-plugged phone react, nor being able to build even an .apk. If I simply Run the scene in the Unity, it spits out a Warning: Virtual Reality SDK Oculus failed to initialize. Will attempt to enable None instead. Even if I switch on Settings ->Apps ->GearVR Service ->Storage ->Manage Storage ->Developer Mode ON on my phone.When Building (see image): the Gradle-build-failed error claims some existing toolchains for the linux are missing.. wait, what linux? Even the Preferences->External Tools point to the NDK directory where the aforementioned are present, twice.I have installed/uninstalled several times all those SDKs (Java, Android, Oculus Integration, Samsung), an obsolete NDK#13 (Android) - command line, GUI, ..and don'
I have followed the tutorial at https://developer.oculus.com/blog/easy-controller-selection/ and succesfully got a Laser Pointer to interact with world-space UI canvases, but the laser beam (from OVRPointerVisualiser) attached to my controllers goes through the canvas, despite working for interaction.Is there a simple way to allow the laser pointer beam to 'collide' with the canvas to display a dot or ring moving along the canvas panel surface, instead of just travelling through the canvas? I know I can adjust the length of the laser beam but I have UI panels at different depths so need the laser beam to display a dot at different depths per each canvas.
Hallo,one question about how to handle differences on gearvr and go development for one build/version my application.I have developed an application for samsung gearvr with camera support. Now i like to port it to oculus go, but want only one version for both platforms on the oculus store. When uploading my test build, the oculus store scan denies it. Oculus go has no camera, but my androidmanifest demands the camera permissions. Ok i could remove the camera permissions, though the gearvr will not use the camera.Do i have to setup two applications on the store or is there a way to get one gear/go build on the store and handle the differences via code? if (device== oculus go) DoNoCamAction();thanks
How does the Mobile SDK and the Unity OVRPlugin version relate to these three version values of my Oculus Go device:Version: 3.35.0.88924321Runtime Version: 2.9.50.87594467OS Version: user-20100000000000Does using specific versions of the Mobile SDK and/or Unity OVRPlugin require minimums of these values?Is there any documentation for this?The Version of unity I am using is 2018.1.02f(Oculus docs recommend using 2018.1.01f but unity doesn't have a download option for this version on the Unity site as far as I can tell).I can't seem to run a build for the Oculus Go using the latest OVR plugin 1.27.0,I can build fine with the Internal OVR plugin in unity version 1.22.0 but when I upgrade to 1.27.0 I get a screen that displays 'Oculus Update Required'Can I update my Oculus GO?, If so how? I can't seem to find a manual way to update the system.Has anyone else experienced this issue?Thanks
Device Specs : All Samsung Supported Devices.OS : Android 7.0 and Above.Oculus VR Version : 3.53.0.6.67 Application : Android with Unity.Unity Version : Unity 2018.1.2f1 (64-bit)Details : while trying to cast our Application to Chrome Cast.. Application crash with the following Error :JNI DETECTED ERROR IN APPLICATION: expected reference of kind local reference but found global reference: 0x100b02the rest of Log is showing each Threads stack log. (details can be provided if needed)Thank you for your help.
Please help, I'm stuck. Unity will not open my project. I'm working on a mobile VR project, WAS moving along nicely, but the recent updates rendered the project useless. This error pops up every time I launch the project:I've tried deleting ScriptAssemblies directory as someone suggested over the weekend. I was able to work on it; but now, the problem is back.Unity version:OVR plugin:I've tried starting from scratch but when I launch the new project with OVR imported, Unity crashes.Any help is greatly appreciated.Thank you.
HiWe recently added code to our GearVR/Go version to handle VRC.Input.3 - calling OVRManager.PlatformUIConfirmQuit() to bring up the global menu when pressing the back button.However, around 1 time in 4, the game restarts when choosing 'Resume'This sounds like the bug mentioned in the Oculus Utilities release notes: Do not use Utilities 1.11.0 due to a crash when returning to focus from Universal Menu or Quit to Home dialog.We're on Unity 2017.4.9, using the bundled Oculus Utilities (appears to be 1.26.1)Are we running into that bug, or is the game being restarted for other reasons, e.g. an out of memory condition?thanks
I have an app that acts as a launcher for other apps. Previous to Core 2.0 when an app was launched and then closed, the launcher would immediately be presented back to the user as it regained focus. Now there is an interstitial screen where the app is black on the Windows desktop and the user is unable to continue unless they press the Oculus Home button as they are in a dash interstitial screen. Looking for any way to avoid this dash popup screen from happening. Open to disabling dash entirely through a CPP plugin (if anyone can point me in the right direction) or any solution that can help.
Hi,I am trying to upload a project to one of the developer channels and I am getting this error:Oculus SDK version is not 1.0 or newer.I am using UE4.20.3. I am developing for the Oculus GO. I have followed the getting started page https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-quick-start-guide-go/Any help is appreciated. I am very new to UE4 and Oculus GO. Am I missing something?
Hi there. I have large project with many scenes. Each scene is standalone game. This project was created for Gear VR with Oculsu sdk and Unity 5.6.4p4.Recently i upgraded project to 2018.2.4f1 and Oculus Utilities to 1.28 and in Editor its working perfectly. When build it to smartphone sumsung s7/s8 i got crash at the beggining while screen is black. I tried only my "load scene" without anything besides some ui with loading logo and got crash too. Then i build only scene with one of game content and its work perfectly. So i tried different camera settings, build settings and others still dont know relationship between crashes. Only have log like this:08-22 00:22:09.896: E/BufferQueueProducer(3245): [SurfaceView - com.unity3d.player.UnityPlayerActivity@79507d@0#0] cancelBuffer: slot 1 is not owned by the producer (state = QUEUED)08-22 00:22:09.896: E/BufferQueueProducer(3245): [ 08-22 00:22:09.896 31980:32054 D/ ]08-22 00:22:09.896: E/BufferQueueProducer(3245): NULL == surf->
Hello,I have a game that was built for Gear VR and I am now porting it to the Go.What are the best practices for showing the hand controller model in the game? Is there a way to detect which type of device the game is running in, then activating the appropriate controller model? It looks like this is a requirement in the VRCs.Also, where might I find a 3D model for the Go controller? Something similar to the Gear VR controller model that ships with OVRPlugin.Thanks!
I am getting "casting this content cannot be viewed outside your headset" when I try to cast my application that was developed with Unity3d. Is there any setup\configuration needed to be done in Unity3d to be able to cast my app?
We recently upgraded our project to Unity 5.6.4p2 from 5.6.1f1. We're noticing now when we toggle VRSettings.enabled from false to true the positional tracking gets really jumpy. Everything else in the scene is running at frame rate. Hands rendering from the avatar sdk, scene elements, etc. are all fine. But the tracking jumps around a lot at like 5 FPS. Tried in an empty scene as well and we can reproduce.We're not getting any errors so not sure what the source of this is. We've tried with Utils 1.24 and 1.26 and both behave the same way.
Hi,Been mostly using Monodevelop in Unity 5, however this doesn't compile the Oculus scripts properly; Is there another IDE I can use which will compile the scripts using the same compiler as Unity?Thanks,>;{}
Hi!I have this problem; I use Unity to develop and I need to be able to center the Gear VR Controller controller through code. I know that it is possible to center it by pressing the home button for a long time but I need to be able to do through code because in my project I dont want the users use that button. When I call this function, nothing happens. Does anyone the reason? or some other way to do it?thanks!
Hello everyone! I'm developing my first VR app using Unity and every other time I build it to my headset, it freezes. I can still rotate my head in VR but the scene in stuck on one frame. Has anyone else had this problem? I'm developing using a mac.
Hi there,I'm fairly new to working with both Unity and Oculus, and I've stumbled upon a problem that I just can't seem to fix. The hands in my scene, which directly come from the avatar prefab, simply don't show any texture/colour anymore (instead of the default semi transparent blue), nor do they cast any shadows whatsoever. I've tried fiddling around with the settings, re-importing the package but to no success. If anyone has resolved something similar or has an idea what's going on here that would be greatly appreciated!Emiel
Hi, I am using a stereorenderer efffect for mirrors in our game https://github.com/ViveSoftware/ViveStereoRenderingToolkit/blob/master/Assets/HTC.UnityPlugin/StereoRendering/Resources/Shader/StereoRenderShader.shader but when updating to a new version of Unity with Asymmetric FOV the effect breaks, I believe because of the offcenter projection matrix most likely. Can I get some help in how to fix this shader?Best.Alejandro
Hi for testing purposes. I need to tamper with the screen brightness value from within a running app. Does anybody know what and where the codes for this are?thx in advance:-)
Hi everyone,I'm implementing a swipe gesture on the oculus go controller for an app developed in Unity.I'm currently having a problem in understanding when the user is placing the thumb on the touch area.I couldn't understand from the OVRInput documentation if there is a way to do it.Coud you please help me?Thanks!
Behavior in editor (working as desired): Undesired and inconsistent behavior in build: The player can move grabbed parts on their local z-axis using the touchpad. The behavior works as expected, and consistently, in the editor. But the behavior breaks in the build. Sometimes the object travels up and down, or sometimes diagonally.Here is the code in question:if(controllerEvents.GetTouchpadAxis().y > 0 && (controllerEvents.GetTouchpadAxis().x < 0 || controllerEvents.GetTouchpadAxis().x > 0)) { //straightPointer.OverrideBeamLength(straightPointer.maximumLength); if (currentObject != null) currentObject.localPosition -= currentObject.forward; }I cannot for the life of me understand why the behavior would
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