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This might be asking too much. I got shadow working on a transparent surface using a custom shader. But I also need it to BLOCK shadow coming THROUGH so it doesn't appear on the surface behind. Can I have my cake AND eat it?This is for an AR Passthrough app. There is an invisible virtual floor and wall that represents the real floor and wall, but the wall shadow is passing through to the other side of the wall as well as being displayed ON the wall. I could make the floor end AT the wall, but I would still have the same problem on other objects like couch and desk that I'm trying to cast realistic shadow on.
Hey, I'm experimenting with Hand Tracking for the Quest 2, but I'm a little unsure as to the connections between different hands. [Referring to the screengrab below...] You can use the basic hands (by adding a prefab under the OVRCameraRigPoseExample > TrackingSpace > Left/RightHandAnchor). However, to identify poses, you need to use the OVRInteraction setup (which is parented under OVRCameraRig)... but now I have two places dealing with hands. Also, as in the image, you no longer use a prefab hand under the TrackingSpace hands. But it seems I need both of them for everything to work for poses, does anyone know the purpose of each? The tracking space ones have the OVRHand.cs script, where as the hands under OVRInteraction are using the Hands.cs script. I borrowed this from the PoseExamples scene in the Oculus samples folder. Just trying to understand how it works - rather than calling it magic ... Any help wrapping my head around this is much appreciated. Thanks.
Hi!I am trying to play test an Oculus game through the Unity Editor. Unity will only enter play mode once through the Oculus Link Dash. I have to restart Unity to get it to work again, every time after it playing that first time. It will play in Unity at that point, but not Oculus. I am using a secondary account on my Oculus. Oculus Link app on the computer is logged into that account. However, I can not sync the Oculus to the Oculus phone app. I can log in with the second account, just not connect my Oculus. The latter issue is a known issue, so I'm wondering if that is why this is so buggy.All apps and firmwares are up to date. Also as a side note, Dash will get this "Fatal Error: Push any button to restart Dash" so I wonder if that is contributing to this issue. Other people in my office get the same fatal error. I'm using Quest 2.Is anyone else having this play mode issue?
while using oculus pass through and building the project the right eye works fine the left eye display is completely white
Hi, I can't find OVRPlugin when I use bachmode to build my project, but it works great without bachmode.I found that there is an error in the building process. Does anyone has a solution to it? I use Oculus Integration SDK v44 and Unity 2021.3.10f1Here is the log, thanks in advance ```NullReferenceException: Object reference not set to an instance of an object at OVRDeviceSelector.get_isTargetDeviceQuest () [0x0000d] in D:\Oculus\VR\Editor\OVRDeviceSelector.cs:45 at OVRDeviceSelector.get_isTargetDeviceQuestFamily () [0x00000] in D:\Oculus\VR\Editor\OVRDeviceSelector.cs:35 at OVRGradleGeneration.OnPostGenerateGradleAndroidProject (System.String path) [0x00010] in D:\Oculus\VR\Editor\OVRGradleGeneration.cs:215 at UnityEditor.Android.AndroidBuildPipelineInterfaces.OnGeneratePlatformProjectPostprocess (System.String path, System.Boolean strict) [0x00026] in <99feab6f3db6407493924fe4a179a95b>:0```
I've got a project. I'm working on Oculus Quest and Arduino, I was able to connect to my Arduino with Bluetooth in Oculus Quest's experiment feature. When I change to use Oculus Quest 2's Bluetooth experiment feature, I cannot connect to the same Arduino. Does anybody can solve?
In the unity oculus interaction SDK there is a bug in the PointableCanvasModule This is the ADB log 15:37:50.067 Unity InvalidOperationException: Collection was modified; enumeration operation may not execute.at System.Collections.Generic.Dictionary`2+ValueCollection+Enumerator[TKey,TValue].MoveNext ()at Oculus.Interaction.PointableCanvasModule.Process () [0x00000]at UnityEngine.EventSystems.EventSystem.Update () [0x00000] The result is the menu items are no longer selectable and the user has a stuck menu Offending code: public class PointableCanvasModule : PointerInputModule ////... public override void Process() { foreach (Pointer pointer in _pointersForDeletion) { ProcessPointer(pointer, true); } _pointersForDeletion.Clear(); // when pointers/hand rays are added: InvalidOperationException: Collection was modified foreach (Pointer pointer in _pointerMap.Values)
I am currently trying to implement the Invite to app / destinations / group presence features into a small test app for R&D purposes. At the moment, the app is able to set a user's group presence and display the group presence to players launching the app through an invite. For a couple of test users, this app has worked correctly - allowing them to set a presence and invite each other without issue. However, for me and one other user since using the app, we have experienced various issues with the Oculus social platform. For me - my Oculus account is no longer receiving invite notifications from any app that implements the Oculus invite system - not just my own test app. I have been unable to rectify this issue even with a full factory reset of the device. For the other user - their online status on the friends list seemed to be displayed as offline to other users despite them being online, with any invites or messages sent by them not appearing to other users. This
I use the "OculusInteractionSampleRIg" prefab, and when I use the controllers, it works fine, but when I switch to hands tracking and show the two small icons above the hands, a strange continuous fast beeping sound starts and it stops when the icons disappear. Can you help me to fix this problem?
Hi!I'm running the latest firmware on the Quest Pro and the latest Oculus integration in Unity, but if I call OVRPlugin.GetSystemHeadsetType from within the APK, the Quest Pro claims to be a Quest 2. If I run it over Link it correctly returns Meta_Link_Quest_Pro. I'm assuming this is for backwards compatibility so that apps running on the Pro will inherit the additional graphics and features gated behind a check for Quest 2. But I want to load additional, higher-detailed textures for the Pro-only, which won't fit in RAM on the Quest 2, so this isn't much help to me. I'm currently experimenting with seeing if I can successfully allocate more than 6 GB of RAM as a sort of badly duct-taped together cheat for sussing out whether I'm on a Quest 2 or a Quest Pro, but I'd far rather do it properly. Is there some toggle I need to set to say "yes, I know the Pro exists and you don't have to lie to me about being a Quest 2"?
Hello, I'm unity VR beginner developer and I'm in trouble. I tried to test IAP and it was done successfully before 11.04.2022.However, "Sorry, you don't have permissions to perform this action" came out last Friday and I can't fix this issue so far. I think I do not even touch IAP logics and I tried to update quest firmware, restart the device, delete-redownload the app, check stuffs in oculus developer manager page, do factory reset the device and log in with new test-user account. I attached the debug log. Please help me to solve this problem.I appreciate all your advices.Thank you!
Hello All, I am just getting into VR Development. I have been going through the Unity setup. I am on https://developer.oculus.com/documentation/unity/unity-import/ When I import the SDK from the Unity App Store and then restart unit I get a warning and several errors (see below). I've tried searching to see what the cause of these might be, but I am not having much luck. Since this is new to me I'd appreciate any help or pointers people can give. Thank You,Kevin Runde Plugins: Couldn't open /Users/kevinrunde/MetaStarter/Assets/Oculus/Spatializer/Plugins/AudioPluginOculusSpatializer.bundle/Contents/MacOS/AudioPluginOculusSpatializer, error: dlopen(/Users/kevinrunde/MetaStarter/Assets/Oculus/Spatializer/Plugins/AudioPluginOculusSpatializer.bundle/Contents/MacOS/AudioPluginOculusSpatializer, 0x0002): Library not loaded: '@rpath/libthird-party_pffft_pffft.dylib'Referenced from: '/Users/kevinrunde/MetaStarter/Assets/Oculus/Spatializer/Plugins/AudioPluginOculusSpatia
Is Oculus Lipsync completely free to use?Do I need any purchased license or contract to ensure that I can could add this plugin to my commercial project?
I have a project in Unity that I used to "Build and Run" to test the application with the Oculus Quest 2, which worked fine up until now. I did not touch any settings, and today I tried to "Build and Run" again, but the app is not launching anymore when I switch to the headset. I tried to create a new project to see if the problem persisted, and it worked with no problems. Could you tell me how I can fix this problem with my current project, as I need to test it?
Haptic controller vibrations are a crucial tool for creating game immersion. While simple "buzzes" (a constant vibration amplitude for a specified duration) can be serviceable, modern controllers allow developers to play custom waveforms through the controllers, such as sawtooth waves, sinewaves, and even Audio Clips. This adds texture and nuance to the effect, and is the superior way to play haptics in 2022. After much trying, it appears to me that the buffer-based haptics are fully broken for Quest 2 controllers in the Oculus integration for Unity. I have tried in 3 ways: Using the Unity generic XR system: byte[] samples = new byte[1000]; // This would be loaded with samples to create a custom vibration waveform var handDevice = InputDevices.GetDeviceAtXRNode(hand == Hand.right ? XRNode.RightHand : XRNode.LeftHand); // Pass the buffer into the controller if its "haptic capabilities" say that it supports buffer-based haptics if (handDevice.TryGetHapticCapabilities
Having an issue with the passthrough video feed on a locally running app using the AugmentedObjects test scene. It has lots of tiny slashes through it and extra camera warping. Almost like the passthrough mesh has tears. It only shows in the build and cant be recorded. Does not occur in Unity play mode. BTW Unity play mode and Passthrough has alot of lag over the cable connectivity. Unity 2021.3.9f1, Oculus SDK 46.0
Hey,I'm currently implementing custom hand poses to meta avatars and have followed the documentation here: https://developer.oculus.com/documentation/unity/meta-avatars-custom-hand-poses/?locale=en_GBHowever, the documentation is incredibly sparse and doesn't detail how to do anything in good enough detail really. I've tried to look around to see if anyone else has managed to implement this but all I could see was people not being able to implement it. The main problem that I'm experiencing with it is that every time I run the app, the fingers of the avatar bend in completely different ways when pressing any button and changing the pose. It seems to change how they bend based on the orientation of the controller at the start of the application which is bonkers. I currently have two seperate rigs, as it says to do in the code, where one is a reference skeleton and one is the pose one, but yeah every time the app runs it acts completely differently. The pose skeleton acts
I encountered a virtual-physics alignment problem, but in my situation, when I take off the headset for a while and try to put it on in another pose (still inside the boundary), all the virtual calibrated objects misaligned with the physical ones. As I have already set to the "Stage" mode, all the physical positions should be on the same relative to the same origin. Therefore, I guess the origin still changed after the headset lost focus. Does anyone have some ideas about that? Thanks!
Hi guys, I have built a small game for the Quest 2 using the Oculus Interaction SDK to pick up items. I am using the OculusInteractionRig provided in the SDK samples to allow users to either use hand-tracking or controllers, and both appear as hands in the game. However, the mapping from the controllers to the synthetic hands seem to be off. An example: when I press the pointer finger trigger on the controller, the middle/ring/pinky fingers extend, instead of the expected behavior of the pointer finger bending in. I am going nuts trying to solve this. This problem persists in the Oculus sample scenes as well as when I start a fresh project. It happens whether I run the game with Oculus Link or whether I build it for android and upload it to the Quest 2. Has anyone had this issue? Thanks for the help!! Versions: Unity 2020.3.34f1Oculus Integration: 40.0Oculus XR Plugin: 1.12.0
Hi,In our one of app we are using the following code from unity platform SDK to implement IAP consumables, IAP.LaunchCheckoutFlow(temp).OnComplete(LaunchCheckoutFlowCallback);We configured a test user account to test on alpha channel, the above code shows the payment panel with payment details correctly, but after entering the payment card pin the control is not triggering the callback method (LaunchCheckoutFlowCallback). Instead application is getting restarted.
I would like to implement a feature where I can see both the hand and the controllers and their animations as if I go into Oculus and stay in the initial scene. I tried the interaction sample in Oculus integration package, but I can only visualize the controller, even though I selected Controllers And Hands in Hand Tracking Support in OVR Manager's Quest Feature inspector. When I build and run this scene, I can just see the controller:I want to ask how can I implement the visualization of both hand and controller? Should I change some settings in OVRCamera Rig? Thanks in advance!
Hi everyone I would like to implement "Login with Facebook" in my VR application but I can't find anything here or on Facebook developer and google.any advice ?
I posted about this a while ago. Following up to see if anyone else has seen this. The OVRInput.GetLocalControllerAngularVelocity() method returns world space velocity in Quest builds. This does not happen in the editor/PCVR builds. This also does not occur when using a link cable even if the device shows up as "quest link". This is a very easy to reproduce bug and I'd love to know if this is on the Oculus Integration team's radar. Anyone have a great idea on how to work around this/and or how to get the attention of the Integration devs? I can't find a place to submit bug reports anymore.
when i use ovr overlay, both in my scene and the one given in example gives this error: ovr overlay error NullReferenceException: Object reference not set to an instance of an object OVROverlay.PopulateLaye
I have created a distributed ray tracer using a shader in Unity. I would like to show this in stereo and be able to navigate with my Oculus Rfit.What I have done so far is create two identical quads which I assign to the LeftAnchor and the RightAnchor in the OVRCameraRig. I add a material to each quad which uses the same shader. I create a left and right layer and assign the culling mask for each eye to each layer. I made sure the quads are large enough that they fill the FOV when I put the HMD on. In my shader I set the cameras to be +- 0.0325m apart along the right camera axis. This gives me stereo and it looks quite awesome with my real time ray tracer.However, I'm not sure if I am doing things ideally. I notice that when I enable VR support in player settings that the Unity Camera ads options stereoSeperation and stereoConvergence. How are these options used in Unity?Is am a bit surprised and confused by the stereoConvergence option. Currently my left and ri
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