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I'm using a plugin that requires Unity 2019.3.3 and Legacy 'Built-in' XR in the project. I would also like to use Oculus Integrations passthrough API, but that requires OpenXR. Is there a way to either use Oculus Integration using the Legacy XR system (e.g. via an older version of OI) or a way to have both Legacy XR and OpenXR without things breaking. Thanks!
Hi,I have two questions if anyone can help I would really appreciate it.1- Is there a way two switches between hand tracking and controller using C# script in Unity at run time, right now it seems to me that the only way to switch between the tracking mode is to go to OVRCameraRig ->Hand Tracking Support -> Set the tracking mode ~ I wanna know how can I do this using script.2- Is there a way to use hand tracking and controller tracking at the same time? (Like left-hand uses controller and right-hand uses hand tracking) Right now even if I set the tracking mode to both hand tracking and controller tracking, they can not work at the same time, only one of the tracking option can work at the time.Thank you.
Make a Unity 2020+ project.Add OpenXR Oculus provider.Add Oculus Integration (at the time of this writing v39, but doesn't really matter. Tried it with v37 also) Load/make a scene with a controller prefab (could be OVRControllerPrefab or CustomHand). OVRInput.Get(OVRInput.NearTouch.Any)) will always return false. Change to Legacy OVRPlugin and it will return true when touching with thumb or index finger. Anybody know why? It seems to me a bit sloppy to make a plugin that is needed for the platform specific things (passthrough, hands, etc) while advocating for the OpenXR backend but then have this feature broken. In many VR examples you often see a thumbs up gesture being made. That is pretty much impossible with OVRPlugin using OpenXR.
Hi. I would like to overlay an object, for example, a box, at a specific place on the Quest 2 display that can be rendered to overlay within any VR application and not just for passthrough. This would be my first step to eventually be able to render real-time point cloud data from an external 3d lidar sensor through unity so that the lidar can detect obstacles and render them onto the headset so that the user can navigate through obstacles without leaving the application he/she is using. Basically, I'm trying to create my own guardian system and space sense. Any links and assistance would be appreciated as I can't find anything through google or youtube.
I have submitted the app for review in the Oculus store. It's taking so long time. 15days have already been done but the status is in the review still now.Please help me in this scenario. I'm getting a very frustrating situation in that.
they only change in Unity any idea? Thanks
I have an Mac Studio with Unity 2021.3.2f1 installed - with Oculus integration. It is actually not possible to use the OVR Input prefab because the OVR Camera reference is greyed out. There is no possibility to drag the OVR Camera Rig prefab into it as mentioned in the document. Does anybody have a workaround for that?
I've searched everywhere and i have not been able to find a single post about how to get a string of text which contains the local player's username. Does anyone know how to do it with v33, and if so can you go into detail a bit, thankyou.
When using oculus developer tools, what is the licensing model when it comes to using the tools for parts of the game on other platforms (in a multi-platform title)? For example, the lipsync tools are not VR specific, and while they will be used on an Oculus title, they could also be very useful for the title on other platforms. Is the lipsync data generated from the Oculus tool allowed to be used on other platforms?
Hello, is it allowed to publish commercial games with modified Oculus Integration SDK?I have read the license here:https://developer.oculus.com/licenses/oculussdk/ Seems only examples' source code is allowed to modify and publish, but exclude all SDK parts(As VR, Voice, Interaction etc).Thanks in advance.
Trying to get Avatars 2 to load in editor.I am getting: "You are NOT entitled to use this app. Please check if you added the correct ID's and credentials in Oculus>Platform" in editor. I am using the Oculus PC software, and have logged in as a member of the organisation who which the app ID is assigned, I have tried changing the logged in user in the Oculus PC application, and noticed the assigned user in the config file didn't update:..also I can't tick 'Standalone Platform'. If I build the project and side-load then the avatars load. Ultimately I'd like to change the shader of the avatars to translucent, and makes sense to develop this in the editor... Thanks for any help.
I am using Unity 2021.2.6f1 I have XR plugin and Oculus XR plugin installed.For the Oculus XR Plugin, I installed the 3.0 preview version.So in the settings of Oculus I get an option under experimental called:Application SpaceWrap(Vulkan) I checked this option, but nothing seem to change.I do use Vulkan for the build.I also have GLES3 marked as a secondary option, should I disable that? Is there anything else I need to do besides checking that option in the Oculus XR previe?
Hi, Iam doing something on a Quest 2 and I have my scene setup and working just fine. It runs well enough at 72fps pretty much locked but the moment I apply any post processing (Iam only looking for color grading stuff) it drops by 20 fps to 50s. I've tried using only LUTs but neither the post processing stack, nor any of the other implementations on the asset store help in any way.Iam using forward renring with the standard pipeline. Would URP help at all?Does anyone know any tricks to achieve this cheap color grading?
Reporting bugs on this forum feels like whispering in the wind, but here goes: Oculus Quest is set to "Auto Switch between hands and controllers"Application built with Oculus Integration v31.2 (legacy OVRPlugin) configured to use hands and controllersLaunch application in "hand tracking" modeOnce application is running switch to controllersAttempt to play a properly configured OVRHapticsClipCrash (if you're running ARM64 build)Expected results:No crashIf running ARM64 build (IL2CPP):E CRASH : Cause: null pointer dereference If running ARM7 build (Mono):E Unity : ArgumentNullException: Value cannot be null.E Unity : Parameter name: destE Unity : at (wrapper managed-to-native) System.Runtime.InteropServices.Marshal.copy_to_unmanaged(System.Array,int,intptr,int)E Unity : at System.Runtime.InteropServices.Marshal.Copy (System.Byte[] source, System.Int32 startIndex, System.IntPtr destination, System.Int32 length) [0x00000] in <8cb436e1877f4e87804bd45a3de980ae>:0E Unity : at
Hey, when I run:Oculus.Platform.Rooms.GetModeratedRooms() It returns only 25 rooms. There are much more rooms registered for my app ( around 1000 ). Is there any way to list all of them ? Because right now I can't even access ids of rooms other than first 25 and without id I cannot delete or modify them.
I wish I had the time to scour the community boards but I don't so I apologize if my question has been addressed already. We have several Oculus Quest 2 headsets that are company owned located across the US. We develop our own virtual reality apps for the headsets - for custom training purposes. Currently the headsets have to be shipped back to home base in order to update our apps. I am looking for a way to update those apps remotely - in the same manner that Oculus/Meta updates the headsets. Many of the users do not have a technical background and manually updating them, by plugging into a computer and opening software, is difficult for them. Is there a way, currently, for me to update the headsets with our custom apps via a remote process? Thanks!
hello I am trying to figure out how to read serial data sent to the quest 2.it is sent via Arduino (hc-05) and the idea is to have a unity program on the oculus end reading and using that data.so far i have been unsuccessful in finding the corresponding code to use on the unity end, and as i am a novice in this area i would appreciate it very much if anybody here knows and can post it/a link to it. thx 🙂 Edit1: if there are ways to do it besides using unity i would also like them to be posted.
I tried to Build & Run BasicGrab example under Interaction/Samples/Scenes from Unity to my Quest 2, but it ran in a plan(Like settings dialog) in Quest 2, think it should be a VR scene around me in HMD instead of a plan, is there any settings I'm missing? Thanks in advance.
We're using Meta Avatars2 (version 13) and they are loading up properly via CDN when the account holder has setup an Avatar2, but when they haven't, it will load a specified one from StreamingAssets/PresetAvatars_Quest/Rift, but these are all premade, and not the generic default blue/gray one. To be fair, I haven't checked them all; is the default in there, and if so what number? If not, how do we get the get it to show till they do set one up?
If you make your InteractableGroupView (and as a result your Interactables) inactive in your Unselect event handler, no Unhover events are forwarded to your PointableElement (or Grabbable, in this case). This would be easily worked around if I could just call Interactor.Unhover, but this has a check for ShouldUnhover, which checks if the Interactor state is Hover. So if you're in the Unselect event handler, Interactor.Unhover does nothing because the State is still set to Select. The only way I can correctly receive my unhover events is triggering the pointer event manually before making the InteractableGroupView inactive
The Keyboard overlay doesn't come up any more after the v33 OS update. Is this something the needs fixing in a system update or are there some new settings/manifest entries that are needed from this version?
Hello,I would like to develop a companion app for android using Unity, that would go with an oculus quest 2 application.I did not find clear documentation about how to create it and how to connect the game with a dedicated companion app, do you have any information about that? Or should it be done by myself using Bluetooth communication?I would like to do it, similarly to fitness app which are providing their own companion app (e.g. Supernatural - Companion App).Thanks!
What is the relationship between Unity XR Interaction Toolkit and Oculus Integration SDK? I can see in C# script, Oculus Integration SDK referred Unity XR SDK objects, like: using InputTracking = UnityEngine.XR.InputTracking; using Node = UnityEngine.XR.XRNode; using NodeState = UnityEngine.XR.XRNodeState; using Device = UnityEngine.XR.XRDevice; Does Oculus Integration(Interaction part) SDK implementation make use of Unity XR Interaction Toolkit? Thanks in advance.
Hello,I see IL2CPP mentioned everywhere in the official documents / tutorials and I don't want to discuess IL2CPP vs C#/Mono here. I simply want to ask if IL2CPP is an actual requirement and if my app will be rejected in AppLab if I don't use it, even it my app works and runs well?I don't want to go into details, but I have some features that simply don't work with the current IL2CPP unless I refactor a lot of code, but I wanted to ask here so I don't waste time with further development if it will be rejected in the end.
When importing Meta Avatars SDK 14.0 into Unity, I get the following errors: Multiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform. (C:/Unity Projects/How to setup Meta Avatar in Unity - VR Tutorial/Library/PackageCache/com.unity.nuget.newtonsoft-json@3.0.2/Runtime/Newtonsoft.Json.dll)andMultiple precompiled assemblies with the same name Newtonsoft.Json.dll included on the current platform. Only one assembly with the same name is allowed per platform. (Assets/Oculus/Avatar2/Scripts/AvatarEditorDeeplink/Newtonsoft.Json.dll) I have attempted to delete each of the files and I have also tried not importing Newtonsoft.Json.dll when reimporting the file in a new project. When I tried reimporting without `Newtonsoft.Json.dll`, I just got a bunch of other errors, which made me believe that wasn't a good idea. Any ideas?
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