Unity Development
Recently active
I put my 4k 360 video in Unity and build&run in quest 2, its size is about 3GB.The problem is when I build the apk < 2GB, Unity will build and run perfectly in my quest 2, but when the apk is over 2GB, the build still can be done, but the apk will not install in quest 2.I tried sidequest to install the apk, but when I open it, games just crashing and quit unexpectedly. Just wonder the Oculus store games is about 4 or 5 GB, how can they run the game?
Hello everyone, I'm new to developing it under unity, and I have a question about Raycast. I use the oculus integration of course. I would like to reproduce the parabolic raycast of the "HandInteractionTrainScene" example. The raycast that appears when approaching the windmils. Anyone got an idea? or better, a tutorial? I try to understand via the example but I come to nothing. Thanks in advance
Hi,I'm quite new to development on Unity for VR apps. I'm currently working on simple apps to get a feel for how it all works. I'm trying to develop a few apps that require access to the user's position, rotation, and more. My big problem is that I'm not sure where I can get all this information from. Hence, i was wondering if there's an SDK or API that can help me extract this data from a user.Also, if there's an easy way to set up flags/triggers (such as checking whether a user picked up a cube or not) that would also help.If you have an answer to these questions or any other resources which you think may be of help as well, I'd really appreciate it! Thank you.
Hey there, So I need to implement Hand Tracking into a Unity Project, and I first tried it in a base project and everything works, I was able to import the Oculus Integration Package, apply the OVRCameraRig and OVRHandsPrefab within the Camera Hand Tracking Anchors and everything shows perfectly. But once I try a similar process in the actual unity project that I need to work on, everything works and runs, except when I put the headset on and move my hand, nothing shows, like no mesh or texture shows up. Everything builds and runs fine, but I'm not sure as to why it just doesn't work on this project but worked before. I was able to log the position of the hands and it doesn't seem to move, it's just stuck at a coordinate, but I'm not sure as to why it doesn't move. If anyone can help me in regards to why the hands don't show up that would be wonderful, and if you know anything that I can log to get more information I'll do that. Edit: So I just found this out, but m
Hello! How are you? We are currently facing an issue where we can't get a specific username that is set up as part of the company. The error comes from Oculus.Platform.Message and says "User isn't entitled to use this Application!" Is the only user that is receiving this message and we saw that the user is added and accepted the invitation to be part of the company. Is there something else we are missing? We are developing in Unity and using the Oculus SDKThanks in advance!
Hello!I wonder if some one can help me with this problem.Im using Unity 2018.2.17 - VR Lightweight pipeline.The problem is that the VR Lightweight pipeline only accepts the Lightweight Pipeline Standard shader. Anything else is just put on a PINK color.You cant (to my knowledge) change the hand material to the right one so they will display the typical blue. In other objects, you just change the shader type in the material settings...This also happens with the controllers, they are in beautiful pink.Please help :):smile: I am desperate to get the "usual" materials for the hands and touch controllers. I am very surprised they dont work straight - the new VR Lightweight pipeline is going to be huge for VR and the new games in Quest. I have already tested that it can handle better FPS than the normal 3D Template.Thanks all for your inputs.
I made a screenshot feature with Unity's Rendertexture, now how can I share my screenshots directly from within the app to Facebook?Thank you for any answers!
I am developing a game on Unity.The game is working when built to PC.I am able to create an apk of the game for Android on Unity, for release and development.In development I use the Patch And Run to run it on the oculus, but the development build has worse performance.Assuming it even runs the game, and not some older version because it wasn't able to install it. I tried then to use either Building an APK, then ADB Install for the apk, or using the Unity's Build and Run, when in release, because there is no patch and run on release, only in development. What happens is that both Unity and ADB install, spend a long time on copying/installing the apk.I am not sure if it is just taking a very long time, or it's stuck.There is no way to know. So how long should it take to copy/install a 3.4GB apk on quest 2? And how can I tell if it's stuck, or there is an error?
I collaborated with ROBYER1 on what has now become an official tool on the Unity asset store that anyone looking to make realistic animations probably should take a peek at. You can get the same tool I used to animate all 70+ characters in my dark ride. If you are animating the traditional way, this tool will yield better results and at a fraction of the effort.OpenXR VR In Situ Mocap Tool:https://assetstore.unity.com/packages/tools/animation/openxr-vr-motion-capture-r1tools-214497
Hi! Developing an app that needs to have the party travel feature integrated. I know that Oculus Party works within Horizon, but there is another party feature once you logon to the Oculus and I need to know how to make that work with my app which is being developed in Unity. Does anyone have any experience?
I'm trying to detect a system "recenter" event for our game. OVRPlugin.GetLocalTrackingSpaceRecenterCount seems to work when using controllers, but doesn't change at all when recentering using the hand tracking menu. From some light debugging, it seems that ovrp_GetLocalTrackingSpaceRecenterCount always returns Result.Failure_Unsupported when called while hand tracking is enabled.Anybody know how to fix this, or how to detect a "recenter" event from the hand tracking menu?
Hey, I know this is somewhat unconventional, but I'd like to be able to shut down and reboot the headset itself (Oculus Quest 2) from inside my app builds. The idea is to do away with browsing menus or quitting the app manually. Is that possible at all? If so, how would I go about achieving this? Assistance would be greatly appreciated. Cheers!
Updated to Unity 2021.3.2 and the Oculus v39 intergration package and now Vulkan does not load. App just loads a black screen and then crashes. Switching over to OpenGLES3 and it works just fine. Here's the adb logcat of the crash: 05-12 16:20:14.325 6222 6294 E CRASH : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** 05-12 16:20:14.325 6222 6294 E CRASH : Version '2021.3.2f1 (d6360bedb9a0)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' 05-12 16:20:14.325 6222 6294 E CRASH : Build fingerprint: 'oculus/hollywood/hollywood:10/QQ3A.200805.001/26242800497100000:user/release-keys' 05-12 16:20:14.325 6222 6294 E CRASH : Revision: '0' 05-12 16:20:14.325 6222 6294 E CRASH : ABI: 'arm64' 05-12 16:20:14.325 6222 6294 E CRASH : Timestamp: 2022-05-12 16:20:14-0700 05-12 16:20:14.325 6222 6294 E CRASH : pid: 6222, tid: 6294, name: Vulkan Submissi >>> com.icefallinteractive.projectname <<< 05-
I have a Unity build using VR integration with a Oculus Quest 2 headset and until recently the button input of the VR controllers worked fine. But a few days ago the A-, B-, X- and Y-buttons became unresponsive in the Unity editor and in both new and old builds of my application.All of the following code samples always returns false: OVRInput.GetDown(OVRInput.RawButton.B) OVRInput.Get(OVRInput.RawButton.B) OVRInput.GetDown(OVRInput.Button.Two, OVRInput.Controller.Touch) OVRInput.GetDown(OVRInput.Button.Two, OVRInput.Controller.Hands) Even when I check for a response from any button then it still returns false when I push the A-, B-, X- or Y-button OVRInput.GetDown(OVRInput.RawButton.Any)//still returns false on A, B, X, Y buttons, but true on any other button Adding the OVRInput.Update() or OVRInput.FixedUpdate() does not help either. I have tried my builds with two different headsets and connecting to two different PCs running the editor or build. I also tried
I have an object A with a script A.cs and an object B with a script B.cs Script A.cs looks likevoid Update() { if (OVRInput.GetUp(OVRInput.RawButton.A)) { DoSomething(); } } Script B.cs looks likevoid Update() { OVRInput.Update(); if (OVRInput.GetUp(OVRInput.RawButton.B)) { DoSomethingElse(); } } I found that DoSomething() is called normally but DoSomethingElse() is never called.I found that OVRInput.GetUp(OVRInput.RawButton.B) always returns false.I checked that OVRInput.Get(OVRInput.RawButton.B) worked fine. It returns true when pressed and returns false when not pressed. But OVRInput.GetUp(OVRInput.RawButton.B) and OVRInput.GetDown(OVRInput.RawButton.B) always returns false. Accidentally, I found that I forgot to add OVRInput.Update() in A.cs and it worked normally. After deleting the OVRInput.Update() in B.cs, it now works fine. So what's wrong? The official document said OVRInput.Update() should be called at the beginnin
I am currently trying to figure out how to raycast from the VR Camera (meaning that it cast from where the player is looking with the headset). Has anyone done this in Unity yet? Or can some help tell me how to access the head tracking information to raycast from. Any help or tips is much appreciated!
I am using the Oculus Integration SDK for unity (version 38.0), and a couple of months ago I added this line to my manifest file:<meta-data android:name="com.oculus.handtracking.version" android:value="V2.0"/> which is supposed to enable the improvement of the tracking. The tracing was actually improved for some time and now turned back to function the same as it functioned with the older version of the Hand Tracking (V1). dose someone faced this odd problem before?
Unity 2020.3.25f1 Assets\Oculus\Avatar2\Scripts\Skinning\GpuSkinningConfiguration script makes Unity crash when I hit play. If I remove this script, it works. Edit: It's related to the "Source Morph Format" texture setting, it crashs when set on "Half", it's working when set on Snorm 10.
Hi 👋We encountered an issue with default OVRPlayerController from Oculus Integration Package (Unity).Whenever you move thumbstick on the right controller it's rotating player incorrectly (it's not just changing player rotation, but seems to rotate around guardian center, even if "Rotate Around Guardian Center" is off).Thanks in advance 🙏
I have been struggling with the new implementations for the grabbable, I have reached this point so far, where Ican rotate the lock of the gun, but If I want to translate, and for example want it to use the configurable joint it breaks the grabbing stuff.any help would be appreciated in advance.
I am trying to uninstall the existing projects(APK) from my oculus quest 2.I checked the storage tab but the unity projects are not showing there and whenever I hover on the app that time three dots is also not coming (PFA).
Hi all, maybe it's bug or not, but I'm designing the movement of a spaceship and using the Poke Interactable button when the ship is moving forward, i.e. its velocity is greater than 0 (I use a rigidbody), then the button works perfectly, but when the ship's velocity changes to a negative value, i.e. reverse is triggered, then the button does not work until the speed is 0 or more than 0.
System.Security.Cryptography.CryptographicException: Could not create user key store '/.config/.mono/keypairs'. ---> System.IO.IOException: Read-only file systemat System.IO.FileSystem.CreateDirectory (System.String fullPath) [0x00191] in <8516445456524a6cb20c4b3b7de67982>:0at System.IO.Directory.CreateDirectory (System.String path) [0x0002c] in <8516445456524a6cb20c4b3b7de67982>:0at Mono.Security.Cryptography.KeyPairPersistence.get_UserPath () [0x0005e] in <8516445456524a6cb20c4b3b7de67982>:0--- End of inner exception stack trace ---at Mono.Security.Cryptography.KeyPairPersistence.get_UserPath () [0x00086] in <8516445456524a6cb20c4b3b7de67982>:0at Mono.Security.Cryptography.KeyPairPersistence.get_Filename () [0x00063] in <8516445456524a6cb20c4b3b7de67982>:0at Mono.Security.Cryptography.KeyPairPersistence.Load () [0x00000] in <8516445456524a6cb20c4b3b7de67982>:0at System.Security.Cryptography.RSACryptoServiceProvider.Com Unity oculus runtime
Using Unity 2021.3.4 and V40 integration package.This can be tested with the "BasicPoke" demo scene. The following are the reproducible steps:1) Adding a simple text input to a canvas, in this case CurvedUnityCanvas.2) Build that scene and install.3) Use hand tracking and select that input field4) enter any text and press enter5) Right hand interactivity is broken, left still works.6) Press input field again now with left hand.7) type anything end press enter.😎 Now both hands are broken.This issue doesn't happen with controllers. If you do the above steps then switch to controllers, everything with controllers still works which is notable. The temporary workaround is to use the programmatic way of opening the keyboard. TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default);This does not break hand tracking.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.