Unity Development
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I have some issues with Quest 2 tracking. My team is developing a multiplayer game with with free movement. We have an empty 8x8m area, where players can walk with their feets. Our environment had designed for this area. So, we draw and disable guardian zone, and then each place ocusus controllers at the same place for all players. During our game, each player see each other. Everything works well, but sometimes oculus camera jump away from playing area. There is no any tracking lost event, oculus still see both controller, but player cannot continue to play, because he doesn't see other players model in their real world position. If I open oculus menu, I see that floor level is still at the right place.We are using Unity for development, and ovrCameraRig prefab, with their default settings.We don't have direction sunlight at our playing area, and our floor have enough contrast elementsIs there any possible ways to solve this issue
Hi there, I'm using Unity 2021.3.11f1, Oculus SDK Integration with the OpenXR backend enabled. I'm trying to set the refresh rate to 90Hz, I've got an object in scene with a script with: OVRManager.display.displayFrequency = 90.0f; When I build to the Quest 2 - OVR Overlay reports the display refresh rate is still just 72Hz. Even if I drop that line into Update(), nothing changes. Any ideas?
A cool feature in Horizons is that when you take your headset off your avatar is replaced by a 2d image of you avatar. Has anyone figured out how to access that 2d image using the Unity SDK?
I have tried implementing quick invite link but it shows User cannot other invite other, set the group presence to be at Destination, lobby session id and join able to be true. Even though user presence is set and this works with the oculus invite panel that overlays over the game. Here is the code snippet: public void LaunchInvitePanel(){SetPresence();//ErrorMessage.text = "Launching Invite Panel...";var options = new InviteOptions();/*if (SuggestedUserID != 0){options.AddSuggestedUser(SuggestedUserID);}*///this worksGroupPresence.LaunchInvitePanel(options);//this doesn't workGroupPresence.SendInvites(SuggestedUserID).OnComplete(invitesent);}public void invitesent(Message<SendInvitesResult> msg){//ErrorMessage.text = "";if (!msg.IsError){foreach (var invite in msg.Data.Invites){//Text just to show return messageAchievementText.text = AchievementText.text + invite.RecipientOptional.OculusID;}}else{// Text just to show error from the callbackAchievementText.text = msg.G
Hi everyone. I'm finally at my wits end on this one. I've been able to successfully upload my apk to the ALPHA Release Channel, but the "Test Status" always says "Failed". However, when inspected, everything has passed. Here's what I'm looking at: Fails, but doesn't say why Here's what I've done already:Followed the steps on this page:https://developer.oculus.com/documentation/unity/unity-conf-settings/Development Build is unchecked and apk is signedTested and works fine on Quest and Quest 2Unity can upload and run it to the Quest just fineOculus Developer Hub uploads it just fineEnvironment settings:Unity 2020.3.40f1 (I also tried Unity 2021.3.11f1)Using URP 10.10.0Oculus XR Plugin 1.12.1OVRPlugin to Legacy LibOVR+VRAPINo OBB (it's a small game right now)Addressables 1.19.19All the addressables are set to localLatest Oculus Integration for:Oculus.Platform.Entitlements.IsUserEntitledToApplication()Oculus.Platform.Users.GetLoggedInUser()Thank you!
Hi fellow devs,We're pretty much done with our app, but it involves a download of a large video file. We've got it working using 'httpwebrequest', but this requires the user to keep the app open - and because it's such a large file, it seems unlikely anyone would keep the app open that long. So we're trying to figure out how to invoke android.app.DownloadManager so it can download in the background.We see plenty of apps in the Oculus Store that use it, some of these apps are definitely built in Unity.Our best guess is that it requires building a Java plugin, but considering how common this problem probably is there's little documentation about it - we were hoping someone on the forum has a solution?Thanks!
Im testing the OVRManager.VrFocusAcquired action in a empty scene. It works fine on oculus link and testing it on Unity editor but when I try it on the oculus quest 2 (apk build), this action does not invoke. Is this a bug or this action only works in unity?
I want to send the data( from the other computer ex. CSV) to Unity.Next wanna interaction in Oculus Quest 2 ...HELPHOW...
Hello all, newbie here. Wanted to add different behaviors depending on which finger is hovering an interactable, what's the best way to do that?
How do I get the teleportation functionality where you point with your palm facing up and close your index finger to teleport? The locomotion sample scene doesn't work for me with hand tracking enabled. All the components seem to be specific to controllers. Is there a setup for this? I haven't been able to find anything helpful on Google either.
I'm trying to implement Unity's Dynamic Resolution as a quick fix for the remaining GPU-bound scenarios in our game, but I'm running into the issue that I can't seem to get the last GPU frametime no matter what API I use. Neither FrameTimingManager.GetLatestTimings, XRStats.TryGetGPUTimeLastFrame, nor XRDisplaySubsystem.TryGetAppGPUTimeLastFrame seem to work on my Quest 2 (but do in-editor via Link). What is the preferred method to get the GPU frametime on Quest? To clarify, the game is using Vulkan and the VRAPI (not OpenXR).
Hi,I wrote up a blog post about how to make a simple splash screen for Rift/GearVR.Would love any feedback in case I missed anything, or if there is a better way to do it.http://talesfromtherift.com/vr-splash/Hope this helps some one,Peter []-)
Hey all! Write now I am looking to create a multiplayer character that is customizable. I have a character creator where I can edit the recipe of this character to change and load features onto the character. However, the character creator only edits the looks of the character and does not save to the actual character prefab because the character prefab has extra scripts attached that would not allow it to work in the character creator scene. Is there a way to load the recipe from the character creator once it is saved onto the actual character prefab without the character prefab being in the scene? To do this, I would either need to run a function that I have on a script on the prefab and then save the prefab or remove then add a script and remove and add a GameObject to the prefab. Let me know if anybody knows of a solution!
I need to login into my google account to authenticate myself when accessing Google Drive through the Oculus Go app I'm developing at workI'm using Unity and this plugin from github (i can't post links yet, my account is too recent): github dot com/Elringus/UnityGoogleDrive .It works fine in the editor/on pc, but on the headset the authentication process opens the built-in browser and when I return to the app the process has failled.I've tried to redirect the user from the browser to the app again using the "Loopback Response HTML field" but I can't get it to work.The github page says this:Is there a way to automatically redirect user to the app whenauthorization in browser is complete?When using custom URI authentication scheme on iOS/Android,redirection will be handled by the native libs automatically. On WebGLthe redirection is also performed automatically. When user finishesauthorization flow using loopback scheme, an HTML string is injectedto the active browser window. The default
When the fps of my game drops even a little bit in my game a tear starts to form vertically on the right eye and depending on the load will shift over the right eye to the left. Its clear to me that the image being displayed past the tear is being fed a previous frame (it lags behind). I have also profiled the game using OVR Metrics and see nothing out of the ordinary to me. What is really confusing to me is that to my knowledge its never really supposed to do that even under stress. I have tried many different things, used just OpenXR, used OculusXR Plugin with Oculus Integration, tried a more recent unity version, used Vulcan and OpenGLES, created a fresh project and all had the same problem. I have played other quest games and had the fps drop and have never seen this behavior before. It's really sickening even for me and I have well over 1000 hours in VR so I cannot imagine how bad it would effect a newcomer. The only thing I found to really improve this issue was to switch to mult
Our App cannot connect to our servers anymore since firmware version v46, as we are getting a socket exception. We had no issues with build v44 and our App build has been running fine before that. SocketException: mono-io-layer-error (10013) E Unity : at System.Net.Sockets.Socket.Connect (System.Net.EndPoint remoteEP) [0x00000] in <00000000000000000000000000000000>:0 We are directly connecting a socket to our service on a port other than 443. This always worked until the new firmware. Anybody else experience the same issue? Anybody aware of a change in security in v46 regarding connecting sockets directly through ports other than 443? Help is much appreciated! Update: We have noticed that the issue looks like that since version v46 port 9000 returns as "permission denied" when connecting using adb shell netcat. Port 9000 is one of the main ports that we use for connecting to our service. This port has been available before v46. Now it looks l
Oculus Quest2 Headset updated to v46. (46.0.0.219.0.405105920)Apps created with OpenXR in Unity do not launch after update.The problem has been around since last Wednesday.Games uploaded to AppLab also cannot be accessed.
Hi, I am using Oculus Int. SDK v44 for unity and i linked the OVR camera rig to spline based follower and when ever i try to grab interactables there is a lag in interactable object for a frame, which is really frustating, Need the help urgent as i am stuck.
I love developing for Quest on the Mac, everything works super well except for... Oculus Spatializer. I've been in touch with Oculus support on this issue. Oculus support's reply was that they don't have a mac. Basically it doesn't work on Intel mac and crashes on Silicon machines. Does anyone know how to get the Oculus Spatializer on mac working? If I install "Oculus Integration" from the Unity Asset Store, I get many Spatializer errors but it will build. Oculus Spatializer won't appear in the Audio settings of unity. Unity 2021.3.8f1Oculus XR 3.0.2Mac OSX 12.6 Intel Running the bare bones Oculus XR Plugin 3.0.2 & OpenXR plugin 1.5.1 I get build errors about the Oculus Spatializer.
Hi, I am a developer using OpenXR.Whenever I try to open an APK I built in Unity, I get a loading bar with 3 dots and it still goes back to oculus home after trying several times, clearing the cache and eventually factory resetting the headset. The initial version of the apk is currently uploaded to the applab and works fine on other devices not updated to v44.
Hi, I've imported and setup the new Meta Avatars, and everything seems to work fine, but I cannot get the Avatar 2 hands to clamp to any object. I've had this working with the local avatar hands, because it spawned the actual hand transforms and controller transforms. With the Meta Avatar 2 though, nothing skeletal seems to spawn. I've used critical joints to no avail, and even tried to to use the GetSkeletalTransform(Boneparts) in the SampleAvatarEntity script, which still didn't work. So is there a way to give the illusion of the Avatar 2 hand's being clamped to an object like a steering wheel? (Also when i say hands, I actually mean controllers, not hand tracking)
With the latest update to Oculus Interaction I am not able to grab objects anymore as the methods I used were deprecated. Currently, I have as follows: Hand and Controller Interactors are set up for both left and right. Refer to the attached screenshot.The interactable object having a rigidbody with gravity but no kinematic, box collider, grabbable, hand grab interactable and grab interactable.Issue: (URL to video of issue: https://we.tl/t-XnPdBoyvxe )When I grab the object it starts to jitter and moves away from my hand but as long as I have my hand pinched or the trigger pressed with the controller I am slightly able to control its movements while it keeps sort of bouncing away from me. If I have kinematic on, the same happens, I am able to change its movements as it flies away from me.Can anyone help please? ControllerInteractorsGrab Red Cube 2 Part 2Grab Red Cube 2 Part 1HandInteractors
How to load local configure Avatar inside app using meta avatar 2.0. Please provide tutorial link if any.thank you
Hello,I am facing a problem that gives me a lot of difficulty with Unity on the Oculus Quest 2.To summarize, I am making a VR application where I am located on a height (here, on a construction machine).When I am on top of it, and I turn my head, the machine turns slightly in the opposite direction. For example, when I turn my head to the right, the machine moves slightly to the left. When I turn my head upwards, the machine moves slightly downwards. This creates a certain sense of unease once inside the helmet. I took a video by activating the "Monoscopic" option of the OVRCameraRig prefab of the "Oculus Integration" asset, to better realize the problem. The end of the video is, in my opinion, the most explicit. https://www.youtube.com/watch?v=IuYBVS6FQMI It gives a sensation of "walking on a rocking boat".I hope this is felt in video, especially at the end, because in the headset you really feel it. It may be useful for you to know, that when I launch th
Now that I have the default gray avatars showing, how do I colorize them? The release notes (https://developer.oculus.com/downloads/package/meta-avatars-sdk/) say it's possible, but I can't find any documentation about how to do it.
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