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I'm working on a CRP and I often get glitches on tiles from the center in roughly a 'plus' shape. When I incorrectly cleared the RenderTarget, the center 'plus-like' tiles would render correctly but the sides were not clearing. Also, the same area seems to glitch on some shaders + randomly. I have not set-up fixed foveated rendering. I can provide additional info if required, any idea what could cause this? Does not show up on RenderDoc
Is there any documents on explain the folder architecture of Oculus Interaction SDK?Like an explanation of each folder is in charge of what function, I know folders like AudioManager, Spataializer, Voice are most for audio processing(SoundFX, Surround, ), LipSync is for lip movement animation generation from speech, what are the contents under Interaction and VR folders?Or it's better to have detailed introduction for each C# script file under these folders. Thanks in advance.
I just downloaded the Oculus Integration SDK version 40 and imported it into a new URP project. The release notes say all shaders have been upgraded to work with URP, but I'm still seeing magenta when using the passthrough shaders found in Assets\Oculus\SampleFramework\Usage\Passthrough\Materials. SelectivePassthrough.shader is the one I'm particularly interested in, it's CG and I as far as I know URP requires HLSL. Are the URP compatible shaders in a different location?
When using the Unity editor, we have access to the Quest Hand Tracking. However, when the exe is built it no longer works.I assume this is because windows is using a rift-style API, but the Oculus team have added special hand tracking support for the Unity integration to make development easier. Is there any plans to also support hand tracking in the normal desktop API, so we can access hand tracking in our own builds?
Hello, I'm new to Oculus Unity developing. I'm very interested in Passthrough API, and Unity Passthrough API Overview says 'Refer to the https://developer.oculus.com/resources/insight-sdk-tips-tricks/ guide for more information' However, that page is redirected to Page Not Found. Any ideas about what happened? Why the official documentation is missing?
I'm looking for a simple way to change the current grabbing pose of a HandGrabInteractor as it's being held (for example in response to a button press or change in the object etc). I have a dirty way of setting it using reflection but it always realigns the hand to the wrong position. Is there a correct / easier way to do this?
Does anyone know how to force select an object? I've been playing around withgrabInteractable.AddSelectingInteractor(grabInteractor); andgrabInteractor.Select(); but I can't get an object to be force selected Does anyone know how to acomplish this? For extra details, I'm trying to have a static "grabber", like a socket so if an object is let go in the Trigger Collider the object snaps to that grabber.
I've been trying to integrate the Oculus Interactions SDK, and I can't seem to figure out how to pose the HandGrabPoint, either by using explicit values, or by applying an existing pose to the HandGrabPoint. The only way it seems I'm able to create a pose is by manually rotating the fingers using the visual editor points, which is very clunky and imprecise.Is there another, better way to do this?
Setting OVRManager.suggestedCpuPerfLevel and OVRManager.suggestedGpuPerfLevel to OVRManager.ProcessorPerformanceLevel.Boost has no effect on CPU and GPU levels when observed through the OVRMetrics tool. Both are locked to CPU = 1 and GPU = 1. How do give the app control over these levels to increase or decrease as required by the game?Using Unity 2019.3.34 and Oculus Integration 39.0.0.0 Thanks in advance
I add this scripts to "InteractionRigOVR" to make it walks and rotates then the hands skin disappeared. why?Could I make it move buy another way ?
Hello, currently I am trying to implement the hand tracking on an avatar. So I copied the same components than the handcustom prefab by oculus but I use OVRCustomSkeleton with my own skeleton. However, my fingers don t bend in the right way and I don't know why. Maybe someone knows how to fix the problem. Thank you. This is the video of the problem : https://youtu.be/lM2ntNnBpAg
Using the application Spacewarp for oculus quest 2 is causing a "vibrating" on the hands when moving.I put the custom hand prefab on the hands anchor and when i move the controllers, the hands doesnt seems to follow the "correct" movement. When i turn off the Application spacewarp everything works fine. I think it is cause because of the AI of ASW trying to calculate the next position of the hands in the frame but it does it wrong. Any way to solve it?
We are implement the 6DOP Application in Quest using Unity XR Plugin.we are facing the issue distance between rig and camera while player movement by physical walk, by fix this issue, the default option is there in oculus by long press the home button, but we need to reset the distance between rig and camera position without long press the oculus home button.Please anyone help us to fix this.
Hi! I`am working on Unity app for Quest 2 and having an issue with loading in build. Loading panel is duplicated behind the player and rotated. How can i fix it?
I made a app in Unityin Build and run's auto played app is ok, but if i close app and reopen from menu, that show nothing, and return to explore menu.Anybody know how to fix it??This is error log
I am trying the In-App-Purchases with Oculus platform services/add-ons. I am using Unity Engine.Question : Is it possible to change the price of an IAP product after the app has been released?I can't find a specific mention about it in the documentation.If it is then of course I will have to handle it accordingly from Unity.
Hi, I want to know how to change the animations of meta avatar hands when trying to grab the objects.
If you are finding your builds are taking a long time, perhaps it is the version of Unity you are using. After updating to the latest 2021.3.3f1 LTS my build times jumped 6x over the previous LTS 2020.3.26f1 version. I tried a number of other non LTS and even Beta versions of Unity and none come close to 2020.3.26f1 in terms of build times no matter the fiddling. Here are two identical small builds with the faster being 2020.3.26f1 and the slower latest LTS 2021.3.3f1. This is a big deal as we all know optimizing for Quest requires a lot of test builds and that longer build time can really add up especially when I build my entire project and have to wait 45 mins versus 15 mins.Love to hear if you have a different experience. I will add that I am URP with VULKAN.
The Meta Avatars SDK includes 32 preset avatars that can be used OOTB. I extracted the PresetAvatars_Quest.zip file from the SDK and saw a bunch of .glk files. However, it looks like the model files are in a customised format after I probed with the file utility: "Zstandard compressed data (v0.8+), Dictionary ID: None". GLK files exported from Ready Player Me don't load at all. How can I create my own preset avatar models?
Hey all!I upgaded my Oculus integration in my Oculus Quest project to v19.1, and I would like to tryout the keyboard overlay in Unity.So far I did the following steps in the project:- Placed some InputField onto a Canvas- Created the mechanism to be able to select the input fields in VR (with collider and raycast)- enabled "focus aware", and set "Require system keyboard" on the OVR camera rig.Unity version: 2019.4.5f1When I click on the input field's collider, I manually call the focus on input field, but keyboard wont appear on the screen. if (menuName == "ClickUsername") { this.GetComponent().ActivateInputField(); this.GetComponent().Select(); transform.GetChild(1).GetComponent().text = "inside"; transform.GetChild(2).GetComponent().text = "inside"; //overlayKeyboard = TouchScreenKeyboard.Open("", TouchScreenKeyboardType.Default); }I tried with the TouchScreenKeyboard.Open
Hey.Currently, I'm making a simple vr game in unity. But i dont know how can i make input for Turn ON/OFF the lights with C# or another way.For example: when i press the A Button on my Oculus Controller, i want to the lights go turn on and when i press again the lights go turn off.Can you help me?Thanks...
Playing with Meta Avatars SDK again, and now I'm working on Windows, having given up getting anywhere on Mac 😕 I have everything set up and working fine: I can hit play in the editor and it connects with my Quest 2 via Air Link; I can connect via USB and deploy builds onto the device. So I created a new project to try out avatars again. The project is correctly set up, but when I launch the Mirror scene in the editor I get a default avatar that doesn't respond to controller movement, and an error in the console (see below) saying the entitlement check failed. After many hours of searching for solutions I was someone posted that it was necessary to deploy the app to their device at least once before this would work, so I tried that (I hadn't built to the device for this test project yet). When the app launched on the headset everything worked correctly. That tells me I have the correct app ID configured in the correct places and that the project is generally set up correctly
I have realized this after upgrading Unity and Oculus Integration package, and tried it out on the samples to see if I have something wrong in my project. But same problem happens on the `VrVoiceChat` sample. To produce:1- New project in Unity2- Download and set up Oculus Integration (37.0)3- I use legacy XR settings to enable VR4- build, install and open5- invite someone and see microphone permission popup is not showing up hence voice chat is not working (voice start working after giving the permission manually) Unity version: 2019.4.33f1tried on Quest 2I think it was asking for the permission on the Oculus Integration 25.0 when a voip was starting up (if the permission weren't given before)Any ideas, should I just use the default android permission asking methods?
I am trying to run the Locomotion Support App on my Quest. 2 headset but the thumbsticks are not being detected. Everything works fine at the main menu, just not in the app. I have the following setup: Operating System: Windows 10 Quest 2 Software Update: System Version 26242800497100000 Version: 39.0.0.88.336.363807235 Runtime Version: 39.0.0.100.369.363650567 O/S Version: User-26242800497100000 Unity Version: 2020.3.31F1 Oculus Integration Package: 39.0 XR Interaction Toolkit: 2.0.1 I have replaced the batteries, rebooted the computer and the headset, and recompiled / reloaded the script but no luck. I'm not sure what I'm missing to get the sample app to run so any thoughts, clues, etc., are greatly appreciated.
Hello everyone,Basically I encountered two main problems after installing the Meta Avatar SDK 12.0 in a Quest 2 project and in a fresh new one. I followed this youtube tutorial to learn the fundamentals https://www.youtube.com/watch?v=Lz5PEOTHey4 but with very different results.I tried both Unity 2021.x and 2020.3.23f1 but got the exact same problems.The first one is about the avatar rig in every example scene (the CornellBoxLightingExample for reference in this case):As you can see in the image above every avatar has the left arm and head shrinked down to the center of the body:I read in the Meta Avatar SDK page that AMD GPUs are not supported or something similar:https://developer.oculus.com/downloads/package/meta-avatars-sdk/Here the snippet in question: The Second problem, which appears even worse in the MirrorScene is about the avatar that should move alongside the user.First of all I receive 3 errors:The first one refers to the appId, which I already set in the Oculus D
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