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Hello, I posted this on Discord on the Oculus Start group:Hey All and thanks for your help. I am making a dental VR sim and am having some hands interaction issues. I want to use a wrench to unscrew basically a screw. Ideally you would approach the target, the wrench would snap into the screw you would unscrew it and the wrench would dislodge with the screw, all while grabbing the wrench. I could not do that so I just enabled/disabled 3 wrenches. The first with just a grab with no transformer. The locked in place wrench has a free rotate transformer and the "unscrewed" wrench doesn't have a transformer. I couldn't get snap interactable to work. But it doesn't flow as you need to grab ungrab 3 times. Thanks again! Using Unity 2021.3.8 and oculus integration 43 https://youtube.com/shorts/ZZqR1p4oGQY?feature=share
Hey guys I'm trying to submit my build online. However I'm getting this issue for some reason from the dashboard. "Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO Please remove these permissions if they are not needed by your application. If they are needed, you must include justification above. Failure to provide justification will result in rejection of your application." Here is a look at my Manifest. <?xml version="1.0" encoding="utf-8" standalone="no"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" android:installLocation="auto"> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="false"> <activity android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="locale|fontScale|keyboard|keyboardHidden|mcc|mnc|navigation|orientation|screenLayout|screenSize|smallestScreenSize|touchscreen|uiMode" android:l
Does anyone know how I can set up hand tracking in which my hand does not go through tables, walls, etc. to increase immersion?Thanks.
I am trying to get hand tracking to work as both a collider with objects and with the ability to grab them with the hands. In the example scene that comes with the Oculus SDK interaction kit there is one called TouchGrabExamples. In this scene there is a chess piece that displays all the qualities that I would like to apply to other objects in my scenes but no matter what I try I cannot seem to make the chess piece style combo work on other objects OR for that matter get it to run in other scenes. There must be something I am missing. (or most likely a lot of things that I am missing) I am using the FullsyntheticOVRrig as the camera and setting up touch hand grab interactor and hand poke interactor and then attempting to pick up the chess piece which ..works! so i can grab it but now my hand simply passes through it ... so there is no rigid body ? I can't find any tutorials about this seemingly simple but obviously complex interaction of wanting an object to be both so
Hello, I have encountered multiple times different issues when instantiating prefabs (via standard GameObject.Instantiate or Addressables), Since my scene is data-driven, I am loading most of my Game Objects on Awake() / Start(), and that causes a real mess - The environment which is loaded using GameObject.Instantiate() has no materials/textures, it is completely black.The NPC I am instantiating (also by using GameObject.Instantiate()) is not loaded at all as far as I can tell. One more thing I encountered when instantiating via addressables, is that the player input actions are disabled (but it works well with GameObject.Instantiate()). It goes without saying that it works perfectly fine on my desktop when running it in the editor.What could possibly go wrong here and I can I fix that..? Thank you in advance
I'm developing a VR app for Oculus Quest, and I'm noticing strange behavior when hitting the Oculus home button on the right controller. The app slows down significantly, it almost seems like a second camera is created, and both controller models spawn at the same spot right in front of my eyes, which is very jarring. Has anyone else seen this before, or know what causes it? I know Oculus doesn't expose any code with regards to the home button since the functionality for that is built in. I'm using Unity version 2019.4.17. Thanks!
Hi all, I've been working on an app for Oculus Quest 1 (Unity, Integration SDK), using Link.Until today everything was working fine. Suddenly, all of the scenes using hand tracking (through the Interaction SDK) have the following problem: the hands are not showing.In the Oculus Home (with hand tracking) everything is fine. I tried to enable/disable hand tracking, restart the device.I tested on three different Quest 1 but the result is the same.I changed literally nothing. What could have happened?
Hi, as in the title, Time.deltaTime returns impossibly tiny values in some frames. This in turn breaks calculations in our code where it is present. I haven't found any project setting that changes this behavior. It happens even in an empty test scene with nothing but a logger.Tested with both LibOVR and OpenXR as OVRPlugin. The calculated (Time.time - lastFrameTime) in those frames is equal to 1/65536, which is two full bytes (might have some meaning?).
Hi, I have tried opening app from my website using android intent it is not launching the app. Does the oculus browser restricting to access .xml file? if it is, then what would be the better way to open app from a link?This method is working in android phone but not in oculus. I am stuck here for the past 15 days any suggestion would be really helpful. Here is my manifest look like: <intent-filter><action android:name="android.intent.action.MAIN" /><category android:name="android.intent.category.INFO" /><action android:name="android.intent.action.VIEW" /><category android:name="android.intent.category.BROWSABLE" /><data android:scheme="unitydl" android:host="mylink" /></intent-filter> and this is what HTML code like: <html><head><meta http-equiv=Content-Type content="text/html; charset=windows-1252"></head><body ><h1>My Deep Link Test page</h1><p><a href="unitydl://my
When I simply press on a field element to type the text - the keyboard does not appear.I have 2 fields - email and password.When my page (scene) loads, I'm able to show the keyboard only by pressing on the password field. But these two fields (email and password) are the same prefabs, they are set up absolutely the same (all the scripts and components).So each field consists components:I have TMP_InputField (Custom Input Field) and Web GL Input scripts on my input field prefab. And of course a Box Collider.The problem is - a fields itself responses to interaction via Oculus Stick (checked through debug), but the keyboard still doesn't open. However, if I press on the other field (password) - the keyboard appears. I guess maybe there is a chance the problem is somehow related to Select (OnSelect) actions, but I'm not sure at all.THE PROBLEM APPEARS ONLY IN OCULUS BROWSER.If I use Mozilla Firefox (even on Oculus or any other Android) - everything works absolutely fine.As far a
We are creating an interactive experience (some might even call it a game). We have an avatar for the player - a Dog - with bones and animations. We want the player to be able to look at his own avatar from the avatar's point of view (eyes/head), and make him realize that he is a dog (or at least that he is looking through the eyes of a dog.) so we placed the camera in front of the dog’s head. The issue is when the player turns around (180 degrees), he sees the inside his own body, instead of just the outside, and some of the texture gets cut out, and that just ruins the experience we are trying to deliver. The best solution in my opinion is making the head rotate and move according to the camera, and the entire body move according to the position and rotation of the head using Inverse Kinematics. (using the bones in the process) I saw a solution that does that successfully: https://www.youtube.com/watch?v=xJSMQutHtIQ but on this example he uses a mecanim character. So I don’t reall
Hello! My VR app, which I have built exactly according to the instructions here - https://developer.oculus.com/documentation/unity/unity-enable-device/ no longer supports the built-in head tracking from Oculus Integration. That is - the app builds and runs on my Oculus Quest 1, but the 3D image simply follows my gaze and does not let my eyes consider the image from a new angle as I move my head.... Head tracking worked as expected two days ago, when I built the app for the first time. It is possible that I took some steps to mess with underlying mechanics of Oculus Integration or global unity player settings when I tried to make the app also run natively on my Mac OS (for ease of development). Now - even if I rebuild the app from scratch it no longer supports head tracking, suggesting that I messed with:- an Oculus setting- an adb bridge setting- a global unity player settingOther applications on my Oculus still support functioning head tracking.Please h
Does anyone have any experience with Oculus platform S2S integration, specifically with GetUserProof. I've got everything setup and seemingly working. My question is I've only got this deployed to the alpha release channel, should this channel come back with an is_valid:true response or is the platform sdk limited to certain release channels? I'm thinking I'm might have to get in contact with someone at oculus/meta to trouble shoot. My POST looks to be valid I do get an is_valid:false response. But I'm using that response as validation for issuing an oauth token, so it needs to pass. This part of development has been daunting with the current documentation to try and figure out, feel like I'm very close, please help!
I have the Meta Avatars working in a networked app on the Oculus Quest. Now I want to get the raw bytes of the Avatar data retrieved from the CDN so I can send them to a room server that can send this data out to users on other platforms so that they won't have to contact the CDN. Is this even possible??I've been looking at the OvrAvatarEntity classes to see if there is anyway to dump the avatar data. But I only see plenty of ways to load raw data into an avatar.Thank you for any suggestions.
Hi, I use One Grab Rotate Transformer for joystick which give a boost to she ship and when is rotate and give boosted to ship and i ungrab joystick, after grab it again I cant rotate him anymore. What should I do?
For my project, we have an analytics call that we want to perform when the user is trying to close the application. When we test the logic in the editor, it works just fine. However, on device the code does not get called. I have seen from some other posts that quitting/destroying logic for the application/monobehaviours does not work properly. Is there a resolution or other way to trigger application quitting logic for a Unity application on Oculus devices?
Hello, I have an error when connecting Oculus to Unity and it says "Unable to Start Oculus XR Plugin. Possible causes a headset not being attached, or the Oculus runtime is not installed or up to date." The headset is connected, up to date and it's on the latest Unity version. Can you please help me with this? Thank you.
Hey, I'm working on a VR game using Unity and the Quest 2 headset. I'd like to get in-app access to the battery level of each device (headset, left controller, right controller) independently. I managed to get acces to the headset's battery level using Unity's built-in SystemInfo.batteryLevel (OVR.batteryLevel is flagged as obsolete and doesn't work), but I can't find a way to get access the the battery level of the controllers. OVRInput.GetControllerBatteryPercentRemaining() always returns 0 regardless of the argument I use. Additionally, I would like to get access to further headset-related information such as serial number or nickname. So far, none of the answers I've found online have helped; apparently this used to work but now always returns "unknown":AndroidJavaObject jo = new("android.os.Build");float serialNumber = jo.GetStatic<string>("SERIAL"); Documentation is sparce, so I'm kinda stumped. Assistance would be greatly appreciated. Cheers!
Hello,with the recent migration to the meta account, the old friend system is replaced by the new following system, however the function call GetLoggedInUserFriends() did not return players info who has mutually followed each other, is there a new api for us to use that could retrieve this info?
I'm currently using Oculus Developer Hub, and I'm trying to upload my build of my game.But I keep on getting the same error message everytime. Build Upload Error - An error has occurred. I'm using Unity version 2020, and I tried building the apk normally, building it through the Oculus Intergration, reinstalling Oculus Developer Hub, yet, nothing. Please, if you have any solution, tell me.
Hi,I'm experimenting with some low-light situations and I'm getting terrible banding:There is this article for improving banding issues, but I'm failing to implement the solution:https://developer.oculus.com/blog/tech-note-removing-dark-scene-color-banding-in-unity-/I wrote a script and tried both lines in the start function:OVRManager.eyeTextureFormat = OVRManager.EyeTextureFormat.R16G16B16A16_FP;OVRManager.eyeTextureFormat = OVRManager.EyeTextureFormat.R11G11B10_FP;My project is also in linear space, but unfortunately the script doesn't affect the banding.Am I doing this right or have I missed something?
Good evening.When installing the latest firmware (v43), I encountered a problem with Hand Tracking. When I connect the helmet to the computer to work in Unity, it stops tracking hands via AirLink.When you start the Unity application, there is also no tracking, but in Oculus Home it sees the hands perfectly and the old Unity Builds with Hand Training (v41) also run smoothly and everything is tracked there. I can't understand what is the problem and how to solve it?
Does the quest sdk for Unity have any methods that return whether the user's headset is tilting forward, backwards, etc, or simply what angle the headset is tilting at? I can find information about the controller in OVRInputModule, but nothing about the hmd
Hey guys, 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 instance rend = 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 wall private void OnCollisionExit(Collision col) { if (col.gameObject.name == "player-ball") { rend.
I'm trying to load the avatar using the user id provide by oculus account but I'm having a problem because the log gives me 'failed' I set the app id information on the dashboard and unity these are the log states part of my code to try it IEnumerator TryToLoadUser() { OvrAvatarEntitlement.ResendAccessToken(); //We wait until the oculusID is set and the app token has been set while (!userIDSet || !OvrAvatarEntitlement.AccessTokenIsValid) { Debug.Log(OvrAvatarEntitlement.AccessTokenIsValid); yield return null; } var hasAvatarRequest = OvrAvatarManager.Instance.UserHasAvatarAsync(_userId); while (hasAvatarRequest.IsCompleted == false) { yield return null; } //avatar oculos method LoadUser(); }
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