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Hello, I'm Actively working on my university senior project. I planned to make a 3D online virtual classroom ising unity.I have sone questions regarding unity multiplayer.1- Do I have to use 2 or more headsets to test and run the game? ( I have only one)2- Does quest 1 will support all the functions and packages supported by quest 2? ( I have quest 1)3- what advices would you like to give me.
Ever since Integration SDK 37.0, whenever running a game in-editor, after rendering a few frames (less than 20) of the game scene, the entire player will freeze up, sometimes for a full minute. Occasionally it's so bad I have to force restart unity. This is a new development since Integration SDK 37.0. Previous versions don't seem to cause the issue.
Hello. I'm trying to make somekind of in app game review. In past, there was a package for Unity, from Google, that let you make a review from inside the game at runtime to post on Magazine Play. Is there a similar API that let you post a review from game for Oculus Store?
Hey all,I've had an issue which now seems permanent where access to the Input.GetKeyDown("space") does not trigger when the headset is active. I notice it does respond when I first play the scene but as soon as I make the headset active it no longer responds.I thought this may have been the InputFocusAcquired status but looking into that I'm not sure that blocks other inputs.Thanks for any guidance.
The problem at hand is that when I grab an object and try to throw it, it behaves unpredictably, sometimes stopping abruptly and other times flying in the opposite direction.Upon investigation of how it works, the following chain of events can be observed: There is a GrabInteractor that interacts with the GrabInteractable (which can be HandGrabInteractable/ControllerGrab, etc.). Then, the Interactable checks for the presence of a PhysicsGrabbable (a component that applies force upon release). Additionally, there is a VelocityCalculator that calculates the force to be applied.If the VelocityCalculator is absent, the object will enable its physical properties but will stop since the Velocity is set to 0.Alright, so we've figured that out. However, the connected calculator is acting strangely and launching in random directions. The issue lies in the linkage. The Interactor passes information about the HandGrabInteractable along the chain instead of the object itself, which may be located
Hey guys, It's Pete over at Oculus. A lot of people have been asking about Unity 3.5 support (our official Unity integration is for Unity 4), so I took some time over the weekend to put together an unofficial Unity 3.5 integration package using Unity 3.5.7. Note that this is an unofficial integration sample, but it should let all the Unity 3.5 users get started with the Rift!There is very little difference in what is offered in the full core Unity 4.x integration. The main change is that we had to remove the Tuscany level because of changes that would have needed to be made to prefabs, materials, scenes (they would have needed to be re-created in Unity 3 because they cannot be brought in from 4). The primary changes for Unity 3.5.7 vs. Unity 4:- Removed all references to MSAA rendering (not available in Unity 3.X) in OVRCamera.cs- Recreated prefabs for OVRPlayerController and OVRCameraController- Removed Tuscany scene and level, added a quick test level in Unity3.5.7_TestScene unity pa
Has any one know how to get 2d image of Meta avatar in unity.
Hi,I am fighting with the Oculus Go to display a water shader and I have no result.Either if I use the Standard asset Water4Simple (nothing display), Aquas (nothing display), Realistic water (Water is black).Anyone would have an idea?
HI,I would need to add external sensors such as SteamVR Pro Tracker, "gloves" or other kind sensors for a VR application created with Unity.I would like to know if it is possible to add this kind of sensors and if so which ones are actually compatible with Meta Quest 2, or if Meta has created additional sensors in addition to the native hands tracking.Is it possible to use them without using a computer (Quest Link)? An example would be tracking real objects for their use in VR
Working on an experience using Unity and Oculus Integration where positional tracking is turned off and hand tracking is ideal. With positional tracking off, the scene moves with the headset (which is the goal). However, the hand prefabs still move world relative and move through the scene when the play moves, meaning the hands fly through the scene and away from the actual placement of player hands (not the goal). Ideally, the hands would also move with the scene and player instead of through the scene. Is there a way to turn off positional tracking or disable tracking to world transformer script? Am I even looking into the correct things to achieve what I'm looking to do?Thanks!
I've build a split APK and OBB file using Unity. Now, how do I upload it to the Quest. I've installed the APK using ADB and that part seems to work. But where to I put the OBB? None of the guides appear to be suggesting the right place to allow Unity to load it. I just get a grey screen when I run.Unity names the obb file: [packagename].main.obb but the Quest instructions suggest that it should be:/sdcard/Android/obb/[package name]main.[version-code].[package-name].obbI've tried both. Neither work.
hi all, I am new for trying the passthrough on quest 2 with unity. I got a little question. When my headset is moving around, the 3d object also have a little movement, I want to know that what will cause that movement. hope someone will know. https://drive.google.com/file/d/1bIlhJdl-6npxfT-kAR7FPH1IU9h7o6Dz/view
Hi All, When update my oculus integration from v28 to the latest 49.0, I have a series of errors about OVRControllerUtility as below I am not able to resolve, any ideas? Assets\Oculus\Interaction\Runtime\Scripts\Input\OVRIntegration\AnimatedHandOVR.cs(92,31): error CS0103: The name 'OVRControllerUtility' does not exist in the current contextAssets\Oculus\Interaction\Runtime\Scripts\Input\OVRIntegration\AnimatedHandOVR.cs(93,32): error CS0103: The name 'OVRControllerUtility' does not exist in the current contextAssets\Oculus\Interaction\Runtime\Scripts\Input\OVRIntegration\AnimatedHandOVR.cs(123,33): error CS0103: The name 'OVRControllerUtility' does not exist in the current contextAssets\Oculus\Interaction\Runtime\Scripts\Input\OVRIntegration\FromOVRControllerHandDataSource.cs(216,33): error CS0103: The name 'OVRControllerUtility' does not exist in the current context
I am creating an application where I have the functionality to capture images and videos. The images and videos are stored inside the application. I want the users to post the images and videos to social media platforms. Is there a way or SDK to integrate Instagram and Facebook within the application?
I activated application spacewarp on unity with Quest 2.Works great. Except, that i get quite some ghosting, when objects move around.OVR tools shows 36 FPS with AppSW activated, which should mean 72 FPS including the interpolated images.Without AppSW, everything runs smooth without ghosting and OVR-Tools shows 72 FPS.Are there any setting to avoid or reduce this effect?The Unity Version is 2021.3.26f1.
The specific utterances that I trained with Wit.ai don't seem to matter. I can say anything and get the method to execute. Did I set up the Value Matchers incorrectly under the Response Matcher script? Or is this a setup issue in Wit.ai? Has anyone else had this issue? I feel like I've exhausted all my approaches and wonder where to focus.
Hey everyone. I am working on creating a demo in Unity where I use the position of the Oculus Controller to figure out where something is. However, the controller needs to be mounted in a constant position (not held in hand). The problem I am having is that when I set the controller down, it goes to sleep and I lose the tracked position. How can I keep the controller on even though the user is not holding it?
Hey Everyone,Hope you're all doing great! I'm Adrian from Veris Behavior, and we want to work with the Oculus Quest Pro on a complex Unity application. Our app involves rendering many objects with intricate meshes, and we need to use eye-tracking to get accurate gaze data.We've been using a PC to run the app due to limitations with standalone VR headsets. However, when we reached out to Oculus Support, they told us eye-tracking isn't available for PC VR applications on the Quest Pro. But here's the twist: the Oculus application has a toggle to activate it, and there are some videos from a Unity developer showing it in action too!Since Oculus Support directed us here for a better understanding, we're hoping you lovely folks could help us out:Anyone else running eye-tracking while using a PC VR app on the Quest Pro?Any tips on setting this up properly (XRI, Oculus Integration, other)?Any specific settings, updates, or tweaks we need to be aware ?We're excited to learn from you all and to
I have a Unity project with some passthrough layers which I run directly from the editor on my Quest Pro via Quest Link (USB) and I'm trying to record a video of the VR scene, but unfortunately without any success so far.Supposedly, since the v47 update, the headset's video recording tool should capture the passthrough views as well but that's not true in my case. The video is all black. I've tried streaming from the headset using SideQuest as described here but there again, Scrcpy only shows a black screen. In Unity's play window only the virtual objects are rendered properly, passthrough layers are all black.I've got the latest Oculus runtime (54) and Interaction SDK, I've enabled dev mode and passthrough settings everywhere and it works in the headset (I can see my surrounding physical environment), but I can't record a video with that passthrough content. The example scenes in the Oculus SDK have the same problem so my project isn't at fault here.Has anybody managed to record passt
In the Windows standalone build, the controller and hand tracking will not function if the HMD is unmounted and then mounted. The detailed situation is as follows.When I put on the HMD and start the game, I don't have any problems at first; it plays fine until I remove the HMD.If you remove the HMD during a game, wait a moment, and then put it back on, the controller and hand tracking will not function.With the HMD removed, a slight movement of the mouse on the PC will restore the controller and hand tracking.At this time, the camera position becomes (0, 0, 0) on the PC screen and stops tracking the HMD position.- The above problem does not occur in APK builds.- This does not occur when I press the play button in the Unity editor and check on the actual device using Oculus Link.Versions- Oculus application: 38.0- Oculus Quest2: 38.0- Unity: 2021.2.7f1- Oculus Integration: 38.0- MRTK: 2.7.3 I do not see the key to solution at all and would appreciate your listing it if it is w
HeyaJust a bit over one week ago the project I work on lost most of its build performance. After optimizing everything and triple checking the project settings we recovered barely any fps. I had tried to revert to older version of the project which did not help either.After many attempts to fix it I tried to play the older builds I had for comparison which were surprisingly low performance as well. These are builds from months ago which were running just fine until recently.An empty project with only the character controller results in the same bad performance, this plugin being the BNG Framework. As for some extra information regarding the details:It happens with both the quest 1 and 2.The project version is URP 2021.3.11f1 - the issues persist through other versions though.We have the XR Plugin Management, XR Interaction Toolkit, Oculus XR and OpenXR plugins installed.The headsets have been reset to factory settings. I'm hoping it's a temporary issue with the quest. However
Hi everyone,We are trying to pass the VRCs and one of them keeps failing whatever we tried.For the test we are using :Unity 2021.3.12f1Oculus app version 54.0.0.110.284 (54.0.0.110.284)OculusVRCValidatorQuest 2 with link Steps :Create an empty projectIntegrate Oculus Integration and Oculus Oculus plugin.Create an empty scene (totally empty without camera or even light)BuildTest result:Starting TestSubmitFramesWhenNotVisibleWaiting for the application to run for 5 seconds before testing begins...Starting test...Simulating HMD removal...Number of texture swap chains committed when visible 0Number of texture swap chains committed when not visible 1196ERROR: Committed a texture swap chain (called ovr_CommitTextureSwapChain) when application not visiblePlease refer to VRC Guidelines: https://developer.oculus.com/distribute/latest/concepts/vrc-pc-input-1/Cleaning up...Test FAILEDAdding a rig or a script to manage the time scale does not change the result.I would be glad if som
I'm working on a multiplayer vr app for quest 2. There is a starting scene and a common room scene where all players join. Movement around the stage is carried out using teleportation. The player is represented by XR Origin component with XR Controller components.I noticed that after some time in the application, FPS drops. After about 10-15 minutes, FPS drops from original 72 to 45 - 50, and is no longer restored. Even going to the starting scene does not help, and only restarting the application helps to return the fps to the original 72.Running the app in host mode doesn't help either.The profiler shows that the resource consumption of the EarlyUpdate.XRUpdate method is increasing more and more, but I can not understand what this is connected with.I would really appreciate your help in solving this problem!Unity version: 2021.2.6.f1Oculus XR Plugin: 1.11.3XR Plugin Management: 4.2.1
Hello everyone, I am trying to make a multiplayer game using Meta SDK with Photon Pun.The problem I am having is that the avatar's hand is not syncing over the network.
Hi. I have a demo on Applab and want to add a button to the UI that sends you to the full game PDP.I am using Unity 2020.3 and Application.OpenURL("www.oculus.com/experiences/quest/4905803746141022"); doesn't do anything in the built demo.Is this possible?Cheers!www.oculus.com/experiences/quest/4905803746141022
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