Unity Development
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Hello, My controllers stopped working when entering game mode. They work fine on the hub and the device is connected properly to my PC with the link cable. I'm working on Unity and can edit without issues, when I enter game mode, I can see and move my head around but the controllers are stationary in one place and can't move, nothing works. Has anybody have similar issues? Any help is greatly appreciated!
The latest problem is that the previous projects can normally connect VoIP and P2P. Since last Saturday, it can't be connected. The print shows that the connection request has been received ,Net.Connect(userID) and Voip.Accept(userID) has been called, but each time the status returns timeout。What the hell's going on? Has anyone met it
Hello! Can someone please help with the newest Oculus SharedSpaces Unity project sample. We would like to test this implementation in our project as well. But firstly we are trying to understand the sample project. I have downloaded the Oculus SharedSpaces unity project sample at the following Github link:https://github.com/oculus-samples/Unity-SharedSpaces I launch it at Unity editor 2020.3.24f1. 1. Convert to platform to Android;2. Open Startup Scene;3. Import TMP essentials. After these steps I get the following errors:Expected architecture x64 errors;Failed to load OVRPlugin dll errors; The Expected Architecture errors x64, I fix by going to the exact OVRPlugin.dll file and at Platform Settings setting it as CPU x86. Then the error goes away.But the other error Failed to Load OVRPlugin.dll still stays. Do you experience same issues? Or you have somehow overcome these issues? Thank You!
whats the secret do i just create an empty game object and attach it to the object? or do i change the origin point in maya? how do i change the origin/grab point of an object in unityand how do i change the contact point/grab point of the hands for the oculus touch controllers like if i want to pick up an object thats super small by pinching it with two fingers and i want it to make contact at the thumb and pointer fingerdont want to get to far ahead of myself either but how do you make the hands not go through object but just act more like solid hands on an object and mold with the object? i'll probably make another post for this
Hey so I am making a VR game and recently the scene out of nowhere just broke in the ingame build. I have looked in editor and test played in editor but it is normal in editor.The weird thing is this seems to happen in every scene except a couple.In Editor: Ingame:Video link if it doesn't work tell me!I am trying to build the lighting to see if that helps but idk if it will just seeing if anyone knows what I could do.Graphics API: This is the third platform I am trying to get help on hopefully the last.
I started oculus test scene "BasicGrab" in build. Steps to reproduce:Build the application with "BasicGrab" scene -> Run it on oculusGrab an objectPause the appResume the appTry grabbing objects again
Hi Everybody. I set up my Scene, i stil dont make a game, it's just practice. I first saw VR Optimization ttechnique videos to set the best Unity settings, but i foud another better video i will set them better today. but so far whathappens is the Skybox HDRI images flashes and then also disappears. Why and what can i do to avoid that? ANd also i am walking in VR in my city and in some areas it lags, in others it's smooth movement. I wonder why? And also i'm using URP and there's strange things happening. Before starting to do VR i never used URP , but now i have to use URP and like the Terrain (unity terrain) system..for some reason the terrain material looks smooth very smooth and reflective, it looks like if it was wet. I tried changing the material but its' dimmed. so i cant change it. Also, with URP i import my characters, and their clothing is invisible, it alternates between inivisible and visible( this in in the editor) but i dont understand why it does tha
Hello i posted before not knowing what i was doing cause i'm just a begginer. now it's been a few days I figured out how to see my hands in the game and show the controllers and send my game to the Quest 2. coolll.. But it's still not a game cause i cant even move. I am using OVRPlayercontroller. It's the same as regular flat screen games character controller but for some reason it's not moving when i press the oculus touch? Any one know why it doesn't move my self( player) around the scene. ? It also does't turn around( Snap turning) even though it has snap turning selected in the options. I use Unity 2021.1.28f1Thanks if can help
Has anyone here been able to bring down a user's Meta Avatar? I have the new Meta Avatars working in my title, but only with the generic test avatars, not the logged in users avatar. I have played around with the parameters circled in red from the SampleAvatar Entity script all to no avail. When I check off the parameters to get it to use the user's avatar, all I end up with is a blue tinted, blank avatar. It just does not seem to bring down the users Meta Avatar. What am I missing? Are there other parameters needed somewhere beyond the screenshot here? I did request Avatar permission on my App's profile and it was approved.
I just updated from v40 to v42 of the interaction SDK, and noticed that hover events no longer work as expected. Instead, when an object is grabbed, a hover event is triggered followed by a select event in the next frame. This prevents any custom hover logic in the interactable from actually working. Anybody else encounter this / have a fix?
Same thing is happening to me! Have you found a fix for this yet? The only fix I have is when I upload my app through AppLab it works fine but that doesn't seem like the proper solution.
Hello hive mind. I have the latest version of the Unity editor (2021.3.7f1) and also have the latest version of the Oculus Integration SDK from the asset store.I have created a simple scene with a flat terrain and three objects - nothing special. Added the OVRPlayerController and built the app. On running the app I am able to enter the scene and look around but am unable to move with the controller. Any ideas what I have missed? Thanks in advance.
I was using Unity 2021.3.3f1 and build PoseExamples scene, the hand model's Thumb is not in right position. I also try using Unity 2019.4.28f1 and it is ok.Both projects uses OculusIntegration_v42.unitypackage.
I've been happily building in Unity on top of the Oculus integration for the Quest for a while now, but with the nagging question in the back of my mind, "should I be porting this over to the Unity XR?" After cursory searching, I haven't been able to find a good discussion about the the future of each approach. Obviously Unity XR gives me an abstracted layer to be able to deploy to, say the Hololens in the future, but what do I lose from the Oculus integration if I head that way? If anyone has found a good, recent discussion about this, please post a link!
Hi I need to set up an OVR rig to orbit an object on button poke events with hand interaction. How would I go about accomplishing this? The initial idea is to have buttons sticky somewhere on the side of the user. There'd be a +/- left/right button combinations so that the user can pane around the object. Any help would be appreciatedThanks
I need to let my user go to my website and make payment for services the site will provide for Oculus app. They will then have access to them when play inside my Oculus app. Is this allowed to have my custom payment system related to my Oculus app in such a setup?
Hii, I cant find the way to modify the grab options. Im trying the hand tracking but sometimes I have to close the entire hand in order to recognize the grab. Is there any way to change that option? (like recognize the grab event before closing the entire hand)
FYI I discovered while preparing an XR Template project for teaching an XR class using Quest 2 hardware that when installing the latest Oculus Integration software, if you accept the suggestion to upgrade the OVRPlugin that you can no longer run the application in Unity via Oculus Link. If you do not upgrade the OVRPlugin then running the application in Unity works fine over Oculus Link.
Please, let me know if there is simply a completely different way to do smooth locomotion these days, but anyway... Using v41, if I import a sample rig, then add OVRPlayerController, it works except it is not following the HMD. So my collision capsule stays in the center of my guardian basically. I see various references to this in a few other threads but nothing for the past two years or so. How do you use OVRPlayerController correctly? Do you still need the Camera Character Constraint script added?
The description on how to use HandWristOffsetUndoWizard is really confusing. What object am I setting for Wrist offset? Has anyone had success in updating their HandGrabPose objects?
The project I am working on will use Addressables bundles as purchasable DLC.But I am not finding any information on what the Addressable loadpath should be, meaning the path the app will look for after you download it from the store. Where can I find this information?
It appears this may have been a bug for a long while but there seems to be a gap between 2020 and now where no one has posted about it. When using the OVRInput.GetLocalControllerAngularVelocity() method in the Unity editor with Quest link (basically being treated as a Rift) the method gives you correct velocity. But in Quest builds the velocity is reversed. Is there any reason for this or is it just a bug? I understand it's an easy work around to just check the headset type and reverse it if its a Quest but that's not very intuitive.
I was wondering if there was a way to put in some code to display a username onto text, preferably above the player's head. I'm currently using Unity 2020.3.26f1 for my project, any help?
My application is built using Unity 2020.3.36 and Oculus XR plugin 1.12.0When my app is running if remove the HMD and the HMD goes to sleep, when I put the HMD back on the HMD wakes up and the app resumes, but the camera view is offset from where it was when I took the HMD off. There is no way to correct this without restarting the device. Is there a setting in the OVRCameraRig or some api for forcing my rig to update to new tracking coordinates when it it resumes? What else could be the cause of this?
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