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I have a scene in which the elements, including the HMD are scaled up (for physics performance reasons). The interaction now is kind of broken because of the threshold between drag/click. It is unforgiven, any absurdly small movement with the controllers make them drag the content of the Scroll View. I tested with the controllers completely still and then it works. Where can I change that threshold in the Interaction SDK 50.0?
As shown in the title whenever I launch the checkout flow for in-app purchases it says "Item not available" even though I have been approved for IAP, and have put in the correct SKU any idea why this is happening?
Hi, I'm building an app that uses the user's gaze for interaction. The interface is a heads up display and is always static - it does not move when the head moves. I use the Unity eye tracking API to get an eye pose and then call pose.ToHeadSpacePose(). However, this pose isn't stable when the head moves. The eye is stationary when it is looking at a static UI element. Then, when the head turns right, the eye pose appears to lag behind before eventually correcting. In Unity, the eye gaze position seems dependant on head tracking, which I do not want.I experimented with the native OpenXR APIs, and it appears to do the right thing when calling xrGetEyeGazesFB_() with HeadSpace. How can I get eye pose position in Unity that is accurate regardless of head movement?
Hello, My controllers stopped working when entering game mode. They work fine on the hub and the device is connected properly to my PC with the link cable. I'm working on Unity and can edit without issues, when I enter game mode, I can see and move my head around but the controllers are stationary in one place and can't move, nothing works. Has anybody had similar issues? Any help is greatly appreciated!
I have been retrieving friends list in my Unity/Oculus apps for quite a while. I'm familiar with test users, application ID's, application data usage requests, etc. and have successfully retrieved friends lists this way for quite a long time. As of a week or so ago, GetLoggedInUserFriends has stopped working for my test app, and every new app that I create. The entitlement check works, the call to GetLoggedInUser returns with the correct information, but ALL calls to GetLoggedInUserFriends returns error:{"message":"Permissions error","type":"OCApiException","code":200,"fbtrace_id":"A6dYwQaRL_JH1gbon3ByVtj"}My logged in user is organization admin (shouldnt matter) and my app ID has ALL data use permissions granted. Can anyone think of something I'm missing?
Hello, Is there anyone out there who can walk me through setting up the entitlement check in Unity for my applab game. I have the OVR entitlement script, but can't seem to make it work.
Hello, We have made a Unity application that we have incorporated into a Meta Quest 2. We have already implemented it on other headsets, and the application worked very well. Except that since a few days, the application freezes every 5 seconds. The image freezes, and the application is no longer fluid. I have no explanation for this phenomenon as there has been literally NO change in the application.To tell you the truth, we generated the APK file a long time ago and it has always worked fine, except for the last few days... Does anyone have the same problem? Has there been a Meta Quest 2 update that would affect this performance?
I have been at this issue for over a week and I have seen similar posts on the forum that have been left unanswered so please if anyone knows how to solve it kindly let me know how. I'm using OculusInteractionSampleRig and onto it I added as a child or even attempted into the parent folder the OVRPlayerController and all the other necessary components such as Character COntroller, OVR Scene Sample Controller, OVR Debug Info, Character Camera Constraint and mapped the OVRCameraRig. However, when doing so the controllers work fine but the hand prefabs show up in the incorrect position and also move along the camera as I tilt my head or rotate around. This is an Oculus issue as even using the Locomotion Sample scene by Oculus themselves, the controllers are in the correct position but the hands aren't. Kindly find some screenshots of the setup. I really need the OVRPlayerController to work for my school project.
There is a strange bug where objects with multiple materials cause textures to Flicker. This only happens on the Oculus Quest 1 & 2, and only with objects with multiple materials. Object with one material work fine. When I ran same app with the Unity editor I had no flicker but on the quest it will flicker with multi material objects. I'm not sure what is the problem nor how to fix it. I put a video below as well images of one thee objects with problem. https://youtu.be/4W2wrTyeKXI There is a strange bug where objects with multiple material cause textures to Flicker. This only happens on the Oculus Quest 1 & 2, and only with objects with multiple materials. Single material textures work fine. When I tested on the Unity editor I had no flicker but on thee quest it will flicker. I'm not sure what is the problem nor how to fix it. I put a video below as well images of one thee objects with problem
In my case I am using an Interactable Unity Event Wrapper, which should call a method from the GameManager (My main management script), which is attached as a component to a GameObject in the hierarchy.However, as a GameObject it cannot be referenced from the Event Wrapper (Only scripts and prefabs are possible).It might also be useful to say that it is not possible to get the GameManager instance in the Interactable Unity Event Wrappers code because it is "encapsulated" by an assembly definition.Does anyone know how I can modify my GameManager or use the Unity event wrappers differently to call the method? I am always available to answer questions that provide a clearer picture of the problem.Thank you very much for all answers in advance!
Hey guys, I'm working on a project using unity. The project is like a game center where you can select from and play all kinds of games. Is there any way to keep the game selection interface displaying on the Oculus TV and switch to VR mode when the player selects and enters the game? Building hybrid apps in Unity | Google VR | Google DevelopersHere's the doc I found in Google VR, can I do the same on oculus?
Hi All,I've gone through all the posts, and am trying to figure out if there is a built in pointer class similar to OVRGazePointer.I am able to get gaze pointer to work. I am also able to move OVRGazePointer references to a RHand controller, and use GazeIcon on a single hand.However, this does not facilitate switching to left hand.When using PrefabRuntimeController, and on OVRManager setting RenderModelSupport to Enabled, the controllers appear. I already have an OVRPointerVisualizer so the line is rendered for user with controllers. The problem is when looking at the GazePointer example, the event system is assigned a SINGLE cursor for the gaze icon. I suppose I can write a simple script on L/R triggers to switch the cursor from left to right hand, but I can't imagine this is not built into the SDK to be handled already, as I have seen other apps and both controller's have a GazeIcon (like Oculus Login / Home).I would like to avoid 3rd party assets, and am hoping somebody has fig
Hello fellow VRers,I started a new project with the Oculus Interaction SDK in Unity. Haven't really done much yet. Any ideas why my hands are flickering?Here's the video and reddit discussion: https://www.reddit.com/r/Unity_XR_Developers/comments/11zx9wo/how_to_fix_flickering_hands_unity_oculus/?utm_source=share&utm_medium=web2x&context=3
Hi!Can anyone help?I am creating application with choose avatars.How i can set defaut grey avatar on start? And return default grey avatar after change it?
Hello,I've a question about Photon PUN 2. Is it possible to communicate to everyone who's connected to the PUN server ?Because, in my case I've a waiting room, it's a lobby. I've an "admin" who can send everyone who's connected to the lobby to different rooms of the game. The admin is connected to the lobby at this point.My goal is to bring back everyone into an admin room. So I need to send a RPC or whatever to bring everyone back.
For months, every time I upload an APK to ODH, I get the error "Processing Error APK install location should be set to Auto"I do set it to auto, it's auto in the android manifest, and it's auto in the Unity player settings. Yet I build an APK and run a validation on it and install location has changed to "prefer external"I don't have a clue why this is happening. I have checked every settings and every line of code. I don't have any code that changes install location to prefer external, in fact there is tons of code in my app to check and set it to auto.Yet prefer external is what it is after building. Why is this the case?
Found this bug - if you are additively loading scenes and you have the OVRSceneManager in your hub scene (which you need to) - and there is a scene additively loaded from the start which you've set to the Active scene - then OVRSceneManager will place its wall,ceiling etc anchor objects that it creates in that scene - and then when you unload that scene - they'll be lost - and OVRSceneManager won't know there's a problem but if you try to access the Ceiling's transform for example it'll throw up a null reference.I fixed this in OVRSceneManager by moving the prefabs etc that it spawns to be its children in the hierarchy.
I am at my wits end! I have searched for lots of fixes but still get the same issue when uploading my APK from my unity build. When playing the app from the quest 2 headset after downloading it, I get a black screen every time. not even "Made with Unity". I started a brand new URP project in unity with just the Oculus Integration Plugin and used scenes from that, but I still get the same issue. Any support would be really appreciated. Thanks you
We're developing several demos using a combination of The World Beyond sample and OVRSpatial Anchors. We've continually had a problem where the OVRScene will disappear or shift it's position. We can't pinpoint the cause of this, but it might be related to moving outside of the Guardian space. Has anyone ran into similar issues with unstable OVRScene elements? On a related note, has anyone discovered a way to create a large guardian area? We are using a large room for our demos, and we can only create a the covers about half the space. After that the boundary simply won't draw any further. This is strange, because we have heard reports directly from Oculus of demos much larger than the area we are using. We are using the Meta Pro headset. Any thoughts or insights would be greatly appreciated. Best, Pixacore
Is there a way to make Oculus Lipsync work on Hololens? When I build the demo project to Hololens I get the error: (DllNotFoundException: Unable to load DLL 'OVRLipSync': The specified module could not be found.). Is there any way to get around this?
App metadata got approved, however reviewer says I need to change app metadata which is impossible as it says "This metadata has already been approved and cannot be modified." Appears to be no solution online.
It just gives me this error:Assets\Oculus\VR\Scripts\OVRLint.cs(225,20): error CS7036: There is no argument given that corresponds to the required formal parameter 'editRequired' of 'FixRecord.FixRecord(int, string, string, FixMethodDelegate, Object, bool, string[])' I don't know how to fix it and I want my game out maximum in a week.
I was able to get it to work on UnityEditor with no problem for both Quest2 and Rift, but when I build it and run it as an apk file with the source unknown, the error occurs. Is it not possible to connect to MetaPlatform when the source is unknown?
It won't let me turn off Install & Run APK because I have no Headset plugged in, I tried everything. It wouldn't work. Oculus if you are reading this, please make it so people who don't have a headset plugged in turn it off. If you guys have solutions, please tell me
I have an AR app where users interact with surfaces, but annoying outlines of OVRSceneAnchor objects are getting in the way. I don't want to have to ask users to enable developer mode and disable their guardians. Is there some way I can turn these guardian outlines off? The user already knows something is there because passthrough is enabled
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