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OverLint does not work properly / breaks, with AudioSources without a referenced AudioClip.Adding a simple null check to audioSource.clip at line 551 and 571 should fix this.
I am suddenly getting these sorts of lighting issues in the attached video in 2021.2.2f1 whereas I was not getting at all on 2021.1.17f1. These characters have a real time light on them which is not turning off, and even some baked objects have the same issue both in the scene view, game view and in the Quest. I have not adjusted any lighting settings from the previous Unity version where I did not have this issue. I am on URP 12.1.1 with Vulkan. Anyone have some insights as to what is going on? I tried raising the number of per pixel object limit to no avail. Is this a bug?https://drive.google.com/file/d/12jOFXI9XapfDOS6pHrSY9kNWyzotdyWF/view?usp=sharing
I am currently working to translate a VR game to the Oculus Quest 2 from a PC standalone version. In this game, I have created a VR menu with UI buttons that include box colliders with triggers active. These triggers have a script attached that when touched by the player, it will simulate the button being clicked. private void OnTriggerEnter(Collider other) { if (other.gameObject.tag == "VRController" || other.gameObject.tag == "LeftHand" || other.gameObject.tag == "RightHand") { this.GetComponent<Button>().onClick.Invoke(); } } This works as intended in the Unity Editor, however, when I build the game, none of the triggers work as they should. I am unsure what the reason could be.
I unfortunately can't get the Oculus Quest 2 to run in Unity's play mode.My system info:OS: Win10CPU: i7RAM: 16 GBGPU: RTX 3060 Laptop (driver version 516.59)Unity version: 2021.3.8.f1 (older versions do not work either)XR Plugin Management: 4.2.1, Windows Settings: Init XR on Startup checked, Plug-in Providers Oculus checkedQuest 2 system version: 37314400808900000USB debugging allowedOculus Link active (connected via USB 3.0 cable)When I enter play mode the following warning appears: "Unable to start Oculus XR Plugin."What I have tried so far:Ouest 2 reset to factory settingsReinstalled Oculus environment and driversUnity reinstalledUnfortunately, all without success. But I would rule out a hardware problem, because with Unreal 4.27 a preview in the editor works fine. What do I miss?
Im using the hand grab pose recorder to grab some objects and I want to use just 1 pose to grab an object around his pivot. I try the Cylinder surface script (like the mug in the hand tracking example scene) but it always grab the object on the same side. When i grab the mug i can see the hand grabbing it in different rotations (grabbing it from the top of the mug) but when I do this with my table (the object Im using) this "rotation" doesnt seems to occur.What am I doing wrong?
I wanted to push a project onto the app lab. I followed various information online to make the build compatible (Player settings, Texture Compression, Keystore, Manifest, API ID etc..) but while uploading I get the error : "Build Upload Error - an error has occurred". Is there a way to understand where the issue come from ?
I have tried to update to the latest oculus unity integration. I'm stuck in package limbo. I seeAssembly with name 'Unity.XR.Oculus.Editor' already exists (Packages/com.unity.xr.oculus.android/Editor/Unity.XR.Oculus.Editor.asmdef)Assembly with name 'Unity.XR.Oculus.Editor' already exists (Packages/com.unity.xr.oculus/Editor/Unity.XR.Oculus.Editor.asmdef)I have tried every combination of deleting/moving/clearing caches with them etc. No matter what I do they come back. I tried to put them both into the project assets directly, and then change the platform, still nothing. I tried to rename one, and then unity went on an iteration loop that lasted an hour until i gave up and killed the process. It is the same thing as described here:https://answers.unity.com/questions/1687201/unity-cannot-remove-comunityxroculusandroid-packag.htmlBut I have tried all of the suggestions with no luck. I don't know what is returning the android plugin back. When i press view in package ma
Greetings,A week ago, both the hand tracking projects I'm working on, would show my hands when I played in editor. But yesterday and today, I can't get hands to show in editor anymore. One of my project I'm on a collab team, and everyone else on the team can use hand tracking in editor flawlessly. Hand tracking works natively in the Quest (Quest home and apps that support hand tracking).It was working in both my projects last week.Everyone else in my collab team, hand tracking still works in editor.I've tried factory resetting my headset. I've tried deleting Oculus software and re-installing. I've tried a second Quest Headset.I've tried Unity 2020.3.0 and 2020.3.26Oculus App Version 35.0.0.73.175Unity Oculus Integration Version 35.0Quest Headset Version 22310100490800000I can't imagine what to try next. I feel like I've tried everything.I even tried creating a new unity project. Imported in the Oculus samples, and tried the hand tracking Train sample. No hands ever appea
Hello, I am Yongbum Kim.I have been developing Oculus CV1 application with Unity since 2017.I have never experienced any problem & any error so far, but 2 months ago, I could not run Oculus app plugged to Unity in CV1 display.There is only one "Fatal Error, reload Dash" massage.I have changed the latest Nvidia GPU driver and changed the latest Intel Graphic drivers, and changed Unity versions (5.6.4p3 / 2019.1.1 / 2018 ....), and changed Oculus Integration for Unity (1.14 ~ 1.36),and reinstall Oculus Rift software or repair or applied patch, but all treatments are useless.I changed computer to solve it, and reinstall OS systems, but was useless.The singular thing is that without CV1 being plugged to Unity there is no errors, of course is no the above error.I think the latest Oculus rift software is not compatible smoothly with Unity developing environment.I want to know if there is a recent case of symptoms like me and ask for advice.Thanks,
Hi, ever since the last Oculus update (42.0.0.136.285) most times when I hit play in the Editor it asks to reset Guardian — v. annoying and time consuming during development. It seems to happen less often when the room is well lit and when I wait to pick up the headset until after Unity starts updating the game view, but even then it still happens a lot.Anyone else seen this or have any suggestions? I've got a Rift S so can't disable Guardian entirely.
Hi, I have a question about the Tracking Mode. If I use Floor and try to recenter in the Oculus Home Menu, my Characater's Y Position changed to a different one. I thought Tracking mode Floor is always the correct height above the floor or am I wrong. Thanks in advice
Hi,I'm using the scripts from the Locomotion Sample Scene to teleport on nodes with both hands.This is the "Teleport Input Handler Touch" configuration in the scene. When I'm using the RightHand, everything works fine.But with the LeftHand, the ray become green, the "TeleportDestination" object appears on the targeted node, but when I release the Trigger, nothing happens.The problem is the "_teleportDestination.IsValidDestination" in the LocomotionTeleport.cs script line 566.For some reason it is set to false, but I can't figure out why and when.Excuse my english and thanks for the help.
I'm trying to get my Quest 2 connected to Unity on OSX; I followed the steps in this tutorial and everything seems to work, except for when I try to preview or build and run the sample project.The scene shows up on my computer but not on my Quest (it just stays on the homepage)My Quest is plugged in and recognized in Android Studio.I get these notable errors: UPDATE new error:* What went wrong:Execution failed for task ':launcher:packageRelease'.> A failure occurred while executing com.android.build.gradle.internal.tasks.Workers$ActionFacade> com.android.ide.common.signing.KeytoolException: Failed to read key AndroidDebugKey from store "/Users/dovsherman/.android/debug.keystore": Invalid keystore format error 1:DllNotFoundException: UnityOpenXR assembly:<unknown assembly> type:<unknown type> member null)UnityEngine.XR.OpenXR.OpenXRLoaderBase.Initialize () (at Library/PackageCache/com.unity.xr.openxr@1.4.2/Runtime/OpenXRLoader.cs:177)UnityEngine.XR.Manag
Hello all,I am experiencing an issue with the oculus integration package that I'm looking for help with. The goal is to pull product data from the in-app purchases addon on the oculus dev dashboard into a text box inside my unity project. I have an entitlement check and a product data script attached to an empty game object. I've launched the build on my quest 2 and the application closes automatically because the device is not entitled. In the Oculus platform settings, I have used the app ID in the Oculus Rift and Oculus Go/Quest boxes and have attempted to log into the standalone platform settings inside unity, but all the logins I have tried fail.
Hi, I use a Quest 2 with Link Cable and the Unity Oculus Runtime. Sometimes if I start the Application put on Headset and go into the play area (Guardian) the Headset Tracking is very noisy not stable or smooth and shakes even if I don't move my head. Its unplayable because it don't match my head movement. If I start the application while I am inside the Guardian, there is no Problem. It appears only with the Oculus Runtime, with OpenXR everything works fine. I am not sure if Oculus is doing some magic if the Player enters the field. Has someone encouterd the same Problem oder has a solution for me. I use the latest Unity LTS Version: Unity 2021.3.8f1Oculus XR Plugin Version: 3.0.2XR Plugin Management Version: 4.2.1
I'm new to development and I apologise if this is a newb question, but I am getting this error when I run my game in play mode in Unity. Does anyone know how to fix this error? NullReferenceException: Object reference not set to an instance of an objectOculusSampleFrameworkUtil.HandlePlayModeState (UnityEditor.PlayModeStateChange state) (at Assets/Oculus/SampleFramework/Editor/OculusSampleFrameworkUtil.cs:47)UnityEditor.EditorApplication.Internal_PlayModeStateChanged (UnityEditor.PlayModeStateChange state) (at /Users/bokken/buildslave/unity/build/Editor/Mono/EditorApplication.cs:438)Thanks heaps!
Hi , i posted before and this is frustrating. I asked people in Unity forums and they say this is a VR issue because it wouldn't be happening other wise.I simly have my surface with box collider. Then my object with Collider(Box, or Sphere), and a Rigidbody on it. And when i put my Ques 2 and look at the surface....a) If the Collision detection of the rigidbody was set to discrete the object is not even there...It probably fell through the surfaceb) If i set the Collision detection to continous, Continous Speculative or Continous Dynamic, the Object is moving around, rotating, and acting weird like if it was a bug.What's going on? Is this only hapening to me? I tried it both in Unity 2021.1.28 and 2021.3.8f1 LST and its the same. If you want to see the Whole scene with multiple objects ( with Box or sphere colliders + RigidBodies) Acting weirdly spinning, moving around, here's a video i madeVideo My Objects with collider + Rigidbody acting weird Anybody know why th
Whenever i let go of the controllers and do hands only, the hands appear after a litte while but they're off to the side kind of to the rear of me and far. I'm not understanding why they dont appear in front of me. Do i have to change some settings? The rig by defautl the OVR Camerarig child is already set to Tracking: Floor, and pretty much i guess they set it up for you( the oculus team) so it should work but it doesn't. what am i doing wrong?
I'm making a Scene ready so that i can use the Oculus integration to grab and throw objects. My objects are props andi put in them basically just colliders and rigidbodies., At first i put mesh colliders on them but later i thought maybe that's what's causeing them to act weird ,so i switch to adding one or two box or sphere colliders plus the rigidbody. And currently they don't have nothing else on them. and i put them on the table and on a floor and push play to test and they just move by themselves with me doing nothing.Anybody know where all this movement is coming from?Before i was trying another VR system, and i thought that was the reason...but now i'm just using oculus integration and i haven't even applied it yet, all i have is The character controller and it move s and rotates. The hands, do not yet have grabbing capabilities since i'm having problems with that. ok, please helpSummary=Books, TVs, Mouse pads, sliding across surfaces, even suddenly falling through them..O
I'm working through the next phase of a multiplayer VR experience using the Meta Avatars2 SDK and Photon. I'm struggling to understand a key concept. That is, how to load the remote users Avatar. My current process is this:1) First player joins the room/experience. The "OnJoinedRoom" callback is fired which instantiates the NetworkPlayer prefab. 2) Attached to this NetworkPlayer prefab is a modified version of the SampleAvatarEntity.cs script that comes with the examples. It extends the AvatarEntity class and I override Awake so that I can configure the creationInfo features, set the avatar as local or not, depending on PhotonView.IsMine, etc.3) In Start() I call LoadCdnAvatar(). This successfully loads my avatar and I am displayed correctly.4) Ultimately we receive a _userId from Oculus which identifies my avatar. I store this value so that I can pass it over the network in the future to other instances of my player that are generated when other players join.
I am currently working on a VR project in Unity with a SDK. The SDK basically gets environment information in the scene, creates a shadow-map with some effects, and attaches the shadow-map to the final rendering. This SDK works in regular PC build and Android build, but the VR version has a mismatch issue where the shadow-map could not match the game objects in the scene. The SDK takes in the camera information assuming there is no camera off-center and do the calculation with fov, aspect, nearClipPlane, and farClipPlane, so my question is that does Oculus forces the camera to be off-centered? If so, how do I get the off-centered camera information? Hope someone could help answer this question.
Hello everyone!After a room invitation is sent to a friend via the Rooms.InviteUser method, that user is added to the InvitedUsersOptional list of that room. Is there a way for the inviter to be notified when the invited refused the invitation ? Whether by a callback or by removing the invited in the InvitedUsersOptional list ?
Hi, I'm currently using Unity 2021.3.8 and OculusXR package 3.0.2. I have a scene with just 2 boxes in it and an XR camera. For some reason i can't even hit 90 fps. It uses almost 24ms for frame rendering which is insane. Any guesses please?
I imported the oculus integration package to my vr project and now i get this error Assets\Oculus\SampleFramework\Usage\SpatialAnchor\Scripts\AnchorUIManager.cs(326,21): error CS1061: 'Button' does not contain a definition for 'OnSelect' and no accessible extension method 'OnSelect' accepting a first argument of type 'Button' could be found (are you missing a using directive or an assembly reference?) How can i fix this error?
Spoiler (Highlight to read)Hi,I am building a VR multiplayer game with Unity & Photon.I am planning to put the app in the oculus store. For now everything works but, I want the players to be AVATARS with their own custom avatars.As I understood there are 2 options for this: Meta-Avatars & Ready-Player-Me avatars but they have both not working completely. - Can we use Meta-Avatars with photon multiplayer solution ? - Can we use Ready-Player-Me avatars in an app that going to be in the Oculus store ? Thank you,MesHi,I am building a VR multiplayer game with Unity & Photon.I am planning to put the app in the oculus store. For now everything works but, I want the players to be AVATARS with their own custom avatars.As I understood there are 2 options for this: Meta-Avatars & Ready-Player-Me avatars but they have both not working completely. - Can we use Meta-Avat
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