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Hello there,I need to develop an app for the oculus go with unity and its been going pretty badly so far.All the guides I've been through have been using the older versions of the oculus integration package from the unity store or the XR plugin.the problem is that when i use any it prevents the project from working when launching on the oculus go:importing the oculus integration to the project just makes the screen go black and the app unresponsive.using the XR plugin shows me a window saying the oculus go needs an update and quits the app.so my question is - is developing for the oculus go with unity in 2022 using any of the current tools still possible without massive incompatibility issues?I would be very grateful for any help anyone can provide, I have tried many different settings variations and unity versions but nothing worked out so far, this has been driving me crazy for a few days now.
I followed the prerequisites mentioned here https://developer.oculus.com/documentation/unity/unity-eye-tracked-foveated-rendering/ But I couldn't make the ETFR work with URP (it seems to work fine with legacy).When building the app I only get a black screen, no Unity logo, no app launch.Is URP not supported yet? I don't see any mention of this anywhere.Anyone else has the issue?
Hi Dev community.I would like to connect a Bluetooth device (not headphone or keyboard ) to my quest 2. Currently my app running on Unity engine.Does Quest 2 support this kind of scenario?Is there any documentation available how can I do that as a developer?Is the an example that I can look into? (preferred in Unity)Any information about BT connectivity support in Quest 2 will be warmly welcome 🙂Regards,S.C.
Hey everyone! I started the build your first VR app tutorial here from oculus, but I keep getting NullReferenceException errors from the ColorController.cs file. Here is where I get the errors:// Assigns the component's renderer instancerend = GetComponent<Renderer>();rend.enabled = true;displayText.text = "";// Checks if the player ball has collided with the wall.if (col.gameObject.name == "player-ball"){displayText.text = "Ouch!";rend.sharedMaterial = wallMaterial[0];}// It is called when the ball moves away from the wallprivate void OnCollisionExit(Collision col){if (col.gameObject.name == "player-ball"){rend.sharedMaterial = wallMaterial[1];displayText.text = "Keep Rolling...";}}I am not able to see the text or colours change whenever the ball is rolling, or when it hits the wall. The app runs fine other than that. Please let me know if you guys have any solutions/tips. Thank you.
When I started using it I figured it was part of the cross-platform OpenXR, so I didn't bother adding a platform compatibility layer. Was my assumption incorrect? I don't have a PCVR setup with hand tracking at the moment so I can't test.
The problem is similar to this:https://forums.oculusvr.com/t5/Unity-VR-Development/Quests-hands-tracking-is-not-working-in-Unity-editor/td-p/997176except now I have it with Avatars SDK 18.0 - body and hands tracking is not working in clean project with Avatar2 SDK integrated. Face and eyes tracking works. No errors except a few warnings. I tried it in some custom scenes and in the samples from Avatar SDK - all the same.Quest ProUnity 2021.3.14f1Latest Windows 11Oculus Integration v46Oculus app from public test channel.
I've been reading this document on ASW: https://developer.oculus.com/documentation/unity/unity-asw/ From what I gather, one of the requirements is using the Universal Rendering Pipeline, and specifically the URP Fork provided in the guide. Is it planned to have this feature also shipped on the Built-in Rendering Pipeline at some point in the future?
Hi, I'm new in using Quest for Unity VR Development and I noticed something on Oculus Integration package on the Unity Store. In the overview it stated that there's an Avatar package that contains the scripts and prefabs to add Oculus Avatars to the app. But as I opened up the Package Content, the Avatar folder is missing. This confuses me as I needed to try some of my other VR assets that I got and most of them needed the OVRAvatar asset. Does the newest update removes them??*Edit I just found out that the OVRAvatar on the newest update have been placed on a different package that can be downloaded in Meta Resources page**Edit again, I tried using the free package called VR Interaction from Unity Asset Store, and noticed that it needs OVRAvatar script and in the newest package the script is gone.And one more thing, when opening the HandTest_Custom.scene from the Oculus Integration Package, I noticed that the hands does not animate following the controller. For Example, right hand when
I am trying to expand the poke interactions sample to include an example using the ColliderSurface class, which is included in the SDK. However, it is failing constantly, as the direction of the generated Ray is always 0, which means that the closest point is equal to the point itself. public bool ClosestSurfacePoint(in Vector3 point, out SurfaceHit hit, float maxDistance = 0){ Vector3 closest = _collider.ClosestPoint(point); return Raycast(new Ray(point, closest - point), out hit, maxDistance);} Is it necessary to use a different setup to use a ColliderSurface? The document does not mention it.
Hi everyone!This is a simple problem however I cannot seem to find a fix.I am testing 2 separate Unity projects on my Oculus 2. However, I can only view the first project I build and ran on my Oculus. When I try and run the second one, everything shows up correct in my scenes however nothing will appear on my Oculus except the old scene in my Unknown Source App Library. Thank you!
Hello,We've working at Telefónica with Meta avatars for some months now and everything was going ok. Then we've decided to update our Unity version to the 2021.1.11f (LTS). Suddenly our avatar stopped showing in the application builds. The thing is we're using a Linux machine for our CI builds, when we built the application in Windows and Mac there was no problem. After a while, I've discovered the reason is a typo in: Assets/Oculus/Avatar2/Example/Common/Shaders/Horizon/AvatarCommon/AvatarCommonLighting.cginc. Instead of #include "AvatarCommonSurfaceFields.cginc" the SDK code is "AvatarCommonSurfaceFIelds.cginc", it seems Linux doesn't find the file this way. Just writing to let you know in case you want to change it in next releases.Regards,Gonzalo
I have to headsets, each one with it own user I build and run the same apk into both devices. In one, the meta avatar loads perfectly, on the other device (with other user) I get an error: { Core.AsyncInitialize(); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } void EntitlementCallback(Message msg) { if (msg.IsError) { D.Log(msg.GetError().Message); D.Log("You are NOT entitled to use this app. Please check if you added the correct ID's and credentials in Oculus>Platform"); //UnityEngine.Application.Quit(); } else { D.Log("You are entitled to use this app."); GetTokens(); } } The error says:```users does not have app in library```Any ideas welcomed
Hi all, I'm trying to manage a bunch of simple API calls via Json and the system works fine on Editor but when I build and play on the Oculus any time it should serialize or deserealize a Json it returns this error :Saying it could not find the constructor for the class to deserialize. I have researched that maybe Unity is stripping the constructors on Android builds because the utility is using reflection and doesn't find any references to those constructors so I tried using "Preserve" and "JsonConstructor" attributes as the error suggest, turning of the stripping of code and making some "fake" direct calls to the constructors from the code with no result.Any ideas what could be wrong?
am not sure where to report a bug !This is the bug anyway :When i use OVROVERLAY with type Underlay along with OpenXR i got only black quad Note : overlay type work fine also underlay without openxr work fine too
HI all, I am attempting to build a UI using OVROverlay in Unity. It looks great BUT on mobile the overlay renders in front of any scene geometry, thus occluding the controller models and pointer rays. The same behavior can be observed in the OVROverlay scene in SampleFramework. A message in Player Settings indicates that the shared depth buffer is not available on mobile, so I am thinking it might be a limitation.However, the Oculus Home scene and video player apps don't have this issue. Any ideas?
Like the title says user ID returns fine but display name is null;DUC appears to have been approved for both ID and username. Below is the code for the callback used when the GetLoggedInUser() request completes: private static void GetLoggedInUserCallback(Oculus.Platform.Message<User> message){if (!message.IsError){User user = message.GetUser();PlayFabManager.Login(user.ID.ToString(), user.DisplayName);}}
For some reason since updating to integration 43/44/46 I keep getting an error during entitlement checking.Unity 2021.1.21f1 UnityException: Request with no handler. This should never happen.Oculus.Platform.Request`1[T].HandleMessage (Oculus.Platform.Message msg) (at Assets/Oculus/Platform/Scripts/Request.cs:72) Oculus.Platform.Callback.HandleMessage (Oculus.Platform.Message msg)(at Assets/Oculus/Platform/Scripts/Callback.cs:162) Oculus.Platform.Callback.RunCallbacks ()(at Assets/Oculus/Platform/Scripts/Callback.cs:61) Oculus.Platform.Request.RunCallbacks (System.UInt32 limit)(at Assets/Oculus/Platform/Scripts/Request.cs:130) Oculus.Platform.CallbackRunner.Update ()(at Assets/Oculus/Platform/Scripts/CallbackRunner.cs:28) I'm also unable to get Visual Studio debugger to pick this up, so it's rather hard to see what is going on. Anyone run into this before? Did something change in how to do entitlement checks?
I am working with the Meta Avatars SDK and can't find any way to detect if a user doesn't already have a Meta Avatar, and as part of this I can't find a way to detect if the user has simply been assigned a default avatar.I have the ability to let the user open the customise avatar menu via a deeplink call, but no way to detect if I should tell the user to create an avatar first time if they don't have one?
I'm hitting a strange issue that I can't explain.We're developing a VR app in Unity and I've recently added the OVRLipSync for mouth movements but I keep getting Unity Editor crashes every time I run our application, even in the sample scene included in the package - It's 100% reproduceable.I have noticed however if we create a whole new Unity project (same Unity Editor version) and import the OVRLipSync package then run the sample scene it works fine (obvious after allowing permissions to the bundle file via System Preferences). However the crashes are consistent in our own project we're trying to add OVRLipSync to, so something is definitely amiss in my project specifically.It's also worth noting that it is only crashing on OSX, not Windows - I only have one OSX device so it could be specific to my Macbook but I'm unable to confirm that.At first I thought maybe it was OSX not having permission to the OVRLipSync.bundle file but I've ruled this out as I've re-imported the bundle file a
Hi, I have been creating an application for the Windows platform through Unity. I have the latest version of the Oculus SDK for Unity. When I run the build (exe file), I am able to connect the HMD to the application and the scene is visible through it. However, when I run the same build in another PC, it doesn't work. The HMD and the Oculus app don't detect it. I have tried the same in systems, which have Unity Editors and also in those that don't, but with the same result. I also tried to print some OVR plugin property and that prints fine. In summary, the build works fine in my PC but not in any other. Am I missing something in the build process? Unity version: 2021.3.13f1Any help would be appreciated.
Situation:We using Photon for networking and trying to implement oculus invites.Currently, looks like user FORCED to be in a oculus room to send invite, event thought we can send any ulong(with length limitation) room id there.Therefore we forced to do some hacks for it to work:inviter: [if NOT in room(CreateOculus room -> Created photon room with same roomID)] -> Start oculus inviting processinvitee: [if in room(Leave oculus room -> leave photon room)] -> joint oculus room -> join photon roomAnd all of this is because we didn't found any way of starting invite process while NOT being in any oculus room. Question: Are we missing something? Is there any way to send oculus invites with out being in oculus room?
I'm wondering if I can use two different passthrough layers for each eye.For example, I want to set the opacity for right eye to 1 and for left eye to 0.5. What I tried was adding passthrough layers to right/left eye anchors under the OVRCameraRig object and changing the opacity outside of OVRCameraRig using a script. However, it seems not working.If anybody know if we could do this and tell me how to do that, I would really appreciate it.I haven't tried adding 2 OVRCameraRig and add passthrough layer for each one.I'm not sure if I can do that and even if I can, I would like to avoid it because I feel like I don't take the advantage of OVRCameraRig. (If this is the only option, I will try it though) I really appreciate your help. Thank you.
Hello!So, I've been working on implementing the Avatar 2 SDK, and I've run into a difficult issue with builds.We maintain a single application that builds both for Meta Quest platform and for a Non-VR PC Companion.Both share a single main scene, with OVR rig disabled at runtime, and we have not had any issues to date with that setup. I've done the same with Avatars: In VR they will be toggled on, otherwise they are off. We have now successfully built a Quest version of the app with Avatars, but when we try to build for PC, the project crashes.I'll include a crash log in case there is anything in there that may help.I've attempted to repro this with a clean project (having only the Oculus SDK and Avatar SDK, but have so far been unsuccessful. Unfortunately, I'm unable to upload the project this is happening in, so I will continue trying to repro on a clean project.Details:Unity Version: 2021.2.16f1Oculus SDK Version: 46.0OvrAvatar2 Version: 18.0.0.55.79Using OpenXR Backend for OvrO
externalSurfaceObject always IntPtr.Zero am i missing something? while (overlay.externalSurfaceObject == System.IntPtr.Zero) { yield return null; }this stay on loop never end !
Hi everyone,How can I capture the trigger events when Oculus hand tracking grabs and releases the object in the C# script?
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