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For the life of me I can't get Unity's XR plug-in management (for Oculus) to work. If my Quest 2 is connected via AirLink or Link, Unity just starts up by itself and nothing changes in the hmd. What's somewhat unusual is that when you checkbox the Oculus Plugin Provider, it installs the Oculus XR plugin package, but that Oculus checkbox never stays checked. (for both Windows and Android)If I uninstall the Unity XR plug-in management and go old school installing Oculus Android and Oculus Desktop, Link and AirLink work immediately. I'm using Unity 2019.4.26 and 2019.4.27 and I've tried all variations of the XR plugins. I even tried the experimental Oculus XR plugin.. no dice. RTX2080 video card with fairly recent drivers (within the last month)Thanks
I'm trying to update my project to use the new meta avatars 9.0, but we need to keep the OVRCameraRig. When the avatar appears the head tracking works, but the wrists only move if you use hand tracking and not controller tracking. I'm using the AvatarSdkManagerHorizon prefab.
We just shipped our first game built on the Unity XR Plugin architecture, and ran into a few gotchas that took a while to work through. Sharing here to hopefully save others some pain. Even though the plugin works great in the editor, you will still need to install the standard Oculus plugin in order to pass the VRC process. In particular, you'll need the standard plugin to call entitlement check: https://developer.oculus.com/documentation/native/ps-entitlement-check/?locale=en_US&device=QUESTAlso, events like focus lost, HMD mounted, etc. are not fired with the XR plugin alone, and the Unity events aren't fully functional (yet). To fix this, you'll need to have an OVRManager component active somewhere in the scene. This also solved an issue where the Rift would not exit when the user chooses to quit through the dash.Hopefully these will get fixed over time, but that was required with the current setup: Unity 2019.4.9f1, Oculus XR Plugin 1.4.3.
Hi everyone , I want to know if i will be able to build UWP windows 10 application for PC using Oculus Rift cv1.Thanks !
This is with Oculus Integration 39, the console will show:[OVRPlugin] [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrEndFrame(m_xrSession, &frameEndInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:4669UnityEngine.Debug:LogWarning (object)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1532) [OVRPlugin] [XRCMD][failure] [XR_ERROR_VALIDATION_FAILURE]: xrReleaseSwapchainImage(swapchain, &releaseInfo), arvr\projects\integrations\ovrplugin\src\util\compositoropenxr.cpp:5216UnityEngine.Debug:LogWarning (object)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1532) [OVRPlugin] xrReleaseSwapchainImage() failed: XR_ERROR_VALIDATION_FAILUREUnityEngine.Debug:LogWarning (object)OVRManager:OVRPluginLogCallback (OVRPlugin/LogLevel,intptr,int) (at Assets/Oculus/VR/Scripts/OVRManager.cs:1532) [OVRPlugin] [XRCMD][failure] [XR_ERROR_VALID
Hi,I'm building an app from Unity 2020 and I would not want the app to be able to record by the user. Currently, any application that you run directly on the headset (Oculus Quest/Oculus Go) has an option to record a video or take a photo if you open up the Home menu/Pause menu.Is there a setting or code that I can include in my Unity project to disable the ability of the user to record just for the application I'm building?Thank you!Regards,Faizal
I am trying to write a simple function to get a button click from OVR.Input and the .Get() and .GetDown() functions always return false. The controller works to grab objects with the triggers and the hands and fingers move accordingly in the game so I know the controller is working and getting input. I have the OVRManager script in my scene attached to the OVRCameraRig as well. This code is placed inside the OVRPlayerControllers Update() function. I am not sure what I am missing. OVRInput.Update();OVRInput.FixedUpdate();if (OVRInput.Get(OVRInput.Button.One)){ Debug.Log("Input Detected Button One"); if (this.isStanding) { this.CameraHeight = 0.5f; this.isStanding = false; } else { this.CameraHeight = 2.0f; &
Trying to develop on Oculus is becoming a joke. Everytime I take it off, it resets guardian. I cant turn that crap off because of the ground level F* up that for some reason seemed like a good idea to Meta. End result is, every time I compile (unity) I have to reboot my entire workstation because the Oculus software fails to reconnect to the device. Every time I try to simply Run in editor mode I have to reset the **bleep** guardian. So basically, every time I try to do anything useful to me, I get a 2 pound Meta-turd dangling from my face. In short, I bought a 500$ version of Beat Saber. That's pretty much the only thing this **bleep** product does without having to hope and luck! I want my money back, but I guess that's a lost cause now. I should have just shelled out the money in advance for the Steam product and not tried to make my steak with the spam that is Oculus. Another Facebook fail. F#$^#%&^#$%&#&$%^!
Hi, the lightmaps work fine in the editor and when I run the game on windows. However, when I build it into the Oculus, the game is pitch black.
In my game the player should play sitting with a stationary boundary. But now the player's eyes are pretty much on the ground, which is not what I want. I want the player to be 1.8f tall. It worked before with OpenXR, but yesterday I added Oculus Integration, because I need some Oculus specific features, so I exchange the OpenXR Rig for the OVR Camera Prefab. Almost all I got working like in OpenXR, unlike the camera height.
I am using unity 2021 LTS . Oculus integration 39. Started a new project (in Windows). Just added ovr player controller and custom hands. While running everything works fine except index and thumb fingers not moving. Its interactions are working Please help to resolve this issue
I've been using WinSock2 to have the Oculus Quest as a client for a C++ server. It's been working fine during development for quite a while until a recent update on the Quest. I don't know what changed in the past 2 weeks, but something broke the TCP connection. When I do the C# command Socket.Connect(endpoint), it halts indefinitely.I've tried all my past builds with the exact same setup. Everything still works in Unity while testing. When I run it on the Quest, it's specifically Socket.Connect(endpoint) that no longer works. I know my PC and the Quest are communicating since I have UDP scripts that are sending info over the network and those are working.Any ideas for why TCP suddenly broke?
In the Unity store, Oculus Integration claims it's compatible with "2019.4.4 or higher" The LTS version of Unity is 2019.4.3 Was this only tested with a version of Unity we can't get our hands on yet, or is that a typo? Either way I'd love to use this in 2019 if possible. -- Oooh I might download it with a later version and then install it in 2019 to see if that works. -- -Chilton
Following a suggestion from the blog post https://developer.oculus.com/blog/getting-a-handle-on-meta-quest-memory-usage/ I set the screen resolution to 16x16. This causes Text Mesh Pro UGUI components to render incorrectly, as gray blocks. Is there a workaround for this?
Hello everyone,I have a unity simple scene created to follow hand movements and I want to use the new hand tracking upgrade.I have added in the android manifest the code line that is suppose to make it work and I have updated the oculus integration package but it does not work at the beginning... It starts working after having the environment on for some hours, but not straight when I start the game. Any idea why is this happening? I would like to open the computer, start oculus and work with them and the new hands 2.0 without having to wait some time for it to work... Thank youu 🙂
I noticed that the supported Versions of Unity are 2019.4.4 and higher, and I was wondering whether this would be the reason why my built APK file (of my Unity VR application) is no longer executing at all (as an unknown source)?This error has occurred from the 28-04-2022 on both an Oculus Quest and Quest 2 headset. I used Unity v2019.4.13f1 and regularly updated my Oculus Integration and XR plugin.How should I go about fixing the problem; By updating the Unity project to a later version?Updating the Oculus Runtime and Integration packages from within the project?
(Using Unity 2019.3.0b11)Testing in my own scenes as well as the included yellow ball test scene the Oculus Spatializer will not treat ambisonic audio properly. No matter what I do it positions the audio at the source and spatializes it as any other mono sound source would behave. Even when placing my head in the middle of the source object and turning around there is no directional imaging apparent.I swapped in google resonance audio briefly and the ambisonics played back as expected. However there are other problems with resonance audio that push me to stay with the Oculus Spatializer instead.Is anyone successfully using the ONSP Ambisonics Native?
Validation identified the following errors:APK main activity intent filter set to `android.intent.category.LAUNCHER`, but must be `android.intent.category.INFO`. Your app must only appear in Oculus Home. It must not appear in the phone’s launcher how to resolve?, I use Unity
Hi, I've been trying to implement a setting menu for my application for the Quest 2 but cannot find anyu working way to change the resolution within a Unity Script, if anyone knows anything that could help it would be greatly appreciated
Hello, I am having a strange issue where the fixed foveated rendering level gets set to zero after the power button on the headset is pressed twice on the oculus quest, nothing I do after that changes the level. When the game is launched OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.Medium; manages to set the level correctly, however after pressing the power button, the line does nothing. No error messages or anything of the sort either. Has anyone experienced or is experiencing this issue?
Hi,We are working on a Quest 2 multiplayer PvP game and on app launch we check for entitlements.And once the user is entitled, we use the Oculus User Api `Users.GetLoggedInUserFriends()` to get the logged in player's friends and get the Oculus User data for each friend using `Users.Get(userId)`.Is there an event that we can subscribe to when any friend's online status changes i.e., online to offline (or) offline to online, so that we don't have to keep polling/requesting the Oculus User info for each friend using `User.Get(userId)` to know their current online status. Usecase: Player A has friend Player B and we get the user data of Player B at the start of the app which includes the online status.When Player B's online status changes (becomes online from offline or becomes offline from online), an event is fired and using that we want to update the online status for Player B in the UI. Is there an event like that? Thank you.
Hi everyone! I'm developing with Quest 2 and Unity, and I would like to show the hands INSTEAD of controllers, but using the controllers. I don't want to use Hand tracking now.I mean, I would like to get similar system like SteamVR Unity plugin does: show one hand instead of controller, and fingers moving when you click trigger, grip, etc. I'm trying to find some information in Oculus Developers and other forums, but the nearest that I could find is animating each finger rigging. Anyone has some idea about that? Thank you so much!
I'm trying to manually convert OVRSkeleton bone transforms to drive Meta Avatars (for testing, I want to drive avatars with pre-recorded input). But the coordinate system seems to be different. It's very difficult to debug because the avatar system's IK defaults to a t-pose when there's anything going wrong. I'm using a hand tracking input delegate (IOvrAvatarHandTrackingDelegate) and populating the fields. Sometimes I get some sort of motion but the wrists are completely screwed up and other times there is nothing at all (I feel like it is very sensitive to the position of the wrists but I have no clue what coordinate system they are in). I've tried just piping in the local position and rotation directly as well as setting wristPos to the transform of the controllers (because that bone is actually attached to a node that is not stored as a bone in the OVR camera rig). Any help would be appreciated! EDIT: I made some progress. I found that the avatars have a root node wi
oculus intergration: 38.0Unity: 2019.4.37 private void Update() { if (OVRInput.Get(OVRInput.Button.Start)) { // controllers work // Hand pose does work } else { m_IsStart = false; } }
I'd like to play around with hand tracking 2.0 for the Quest 2. Where can I find it? Thanks.
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