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Hi, we are trying to render stereoscopic videos in the oculus quest 2 project,using Unity3D -2020.3.27 .for that we need different cameras for each eye (UsePerEyeCamera Mode).but the oculus is rendering only the left eye camera in both eyes.is there any solution for that..? thanks and regardsGokul RJ
I'm following along with the "Build Your First VR App" tutorial on the Oculus developer web site and everything is going great until I get to "Step 5. Add text." I'm using Unity version 2020.3.33f1. Following the instructions as written doesn't show any text in my Scene or Game views. Changing the size and color of the font doesn't seem to do anything either. Any idea what I'm doing wrong?? Thanks!
I tried running the Unity game in editor, while I am connected with Oculus Link to my Quest 2 on my Windows machine.The game runs, but it is stuck on "Loading app" inside the quest 2 headset.I even built the game into an executable, and the same thing happens with the win32 executable of my game, made by Unity.I am using Unity 2021.2.17f1Any idea why this happens?Restarting the PC doesn't help.Tries connecting, and disconnecting the Quest 2.The link works otherwise.I can see the Rift room, and I can use my PC with Desktop view inside the Rift menu.
Hi, I want to know how to change a animation of meta avatar hands on object grab.
*Hand tracking questionsHi, does anyone know how to keep an object stay with one hand while grabbing another object?I want to keep grabbing the blue object in the video while I am holding the white object. However, the blue object falls off when I release my left hand. Does anyone know the solution for this?
I am working through the Meta Avatars setup and running the Mirror sample app. I am testing on two devices and both are showing the avatar below. The avatar in the image looks nothing like the avatars tied to the accounts in my headsets. Can you please let me know how to get the headsets to load the proper avatar for each user?
Hi, I am trying to access the bool state of pinching fingers as well as the transform (position and roatation) of my hands in the new interaction SDK. Below is the script I have written:These are the API content I am referencing:Pinch:Transform:I am trying to test them but nothing prints as I expected. Not sure if I am using the API in the right way and I would really appreciate it if anyone could help me out! Thank you so much! All the best,Chen Liu.
I'm trying to create a climbing game where you grab an object and when you move your hand the camera moves in the opposite direction (as though you were really climbing). The problem I'm facing though is that in the hierarchy for the OculusInteractionSampleRig, the hands are children of the OculusCameraRig so everytime the camera moves, it glitches out because the hands move as well. How would I code an ITransformer to achieve this climbing goal?
When I press the menu button on the oculus left controller my code doesn't detect the press when run on the headset. When i press play in unity the button press is detected.This used to work in the older XR tool kit. I upgraded unity version and XRToolKit sdk. No errors when run locally. using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.XR; using UnityEngine.Events; using TMPro; public class InputListenerSecondaryButton : MonoBehaviour { public TextMeshProUGUI debuggertext; List<InputDevice> devices; public XRNode controllerNode; [Tooltip("Event when the button starts being pressed")] public UnityEvent OnPress; [Tooltip("Event when the button starts being released")] public UnityEvent OnRelease; //keep track of whether we are pressing the button bool isPressed = false; private void Awake() { devices = new List<InputDevice>(); } void GetDevice() {
Hello, Having Oculus + com.unity.xr.oculus packages breaks when switching to GameCoreXboxOne platform.Playstation and NintendoSwitch work fine.Initial proble is the main package references nonexisting namespaces on that platformAssets\Oculus\VR\Scripts\OVRCommon.cs(34,31): error CS1069: The type name 'XRDevice' could not be found in the namespace 'UnityEngine.XR'. this can be fixed by wrapping that code with#if (ENABLE_VR_MODULE && ENABLE_VR) #endifEven though now the code compiles in the editor, when you try to build the game for XboxOne, the script breaks with various missing assembly references.Library\PackageCache\com.unity.xr.oculus@1.12.0\Runtime\InputSystem\DeviceLayouts.csLikeThe type or namespace name 'XRHMD' could not be found (are you missing a using directive or an assembly reference?)'OculusTouchController.FinishSetup()': no suitable method found to overrideThe type or namespace name 'XRController' could not be found (are you missing a
Hi everyone!We (Codemagic.io) have a new tutorial: how to automate deployment of your Unity VR app to Oculus Store with CI/CD. I would be happy if you guys read it and give me some feedback if you know how to improve the workflow. I would be even more happy if you try it out :). Another very welcome piece of feedback would be topic suggestions touching VR apps CI/CD, automated testing, or whatever. Any thoughts are very welcome :).A short story behind it: We've recently introduced a CI/CD for Unity, and we had several customers asking for automated deployment to Oculus store. Our googling didn't result in any ready made solutions, so we decided to build our own proof-of-concept using Oculus CLI tool and Codemagic's Unity CI/CD.
Hello Everyone,We're struggling with making Oculus Avatar SDK work with Unity and Photon 2 — all works completely well except avatars appear non-personalized (white).We deliver the build through the App Lab release channels.Data Use Checkup passed and it even shows we have used them recently.Users entitle well. The app even receives components of our created version 2.0 avatars like "beard", "glasses", etc.We even tried to build a PC - version and had no luck.All-time white Avatars (non-personalized). Any ideas of how to make them work?Thank you!
I've been away from Unity for a bit, so I'm sorry if this is a FAQ. In Unreal Engine, I've been able to do Hand Tracking on a Quest, yet still support non Oculus headsets like an HTC Vive or a WMR Lenovo. Using the OpenXR solution in Unity, I see I must use the Oculus XR lib for the Quest. I'm unclear if:I can turn on hand tracking using the Oculus XR lib orcan create a cross-platform app using Oculus IntegrationThe Oculus Integration documentation referenced OpenVR, which I thought was deprecated, so I wasn't sure if the documentation was current. Thanks! 😃
Hi everyone, every time I work with oculus integration I have some problems. in particular, it has been a while since one in five scenes have problems with the laser pointer. if I run the scene inside the editor everything works, but if I build the project, the laser disappears, does anyone know how to help me?
HiI am trying to push my game inside the app lab.I get the errorOculus Touch is listed as a supported input device and users are able to Launch the application via Oculus Touch. However, users are unable to progress the application via Oculus Touch.If I try to remove oculus touch this is what I get:And if I try to remove oculus touch this is what I get: Can someone help me?Thanks in advice[edit]I solved just explain the situation to the team and published ok!
I tried two different WebVR demos, but they both give an error on Oculus Browser (Oculus Go, and some reported for Quest also). The demos I tried:https://de-panther.github.io/unity-webxr-export/Build/https://mixedreality.mozilla.org/unity-webxr-export/Build/ The error I get:Internal Unity error: gles::GetProcAddress("glFramebufferTextureMultiviewOVR") was called. gles::GetProcAddress() is not implemented on Unity WebGL. Please report a bug. So anyway, my question is, does WebGL work for the browser on Oculus? Does anyone have a working demo please? Thanks a lot!
Oculus Link crashes after playing PC(.exe) build game. I develop a game of VR(Oculus Quest 2) using Unity. I build APK file and can play it with an actual machine, but a bug occurs when I build for PCs(.exe file) and play with an actual machine using Oculus Link.Concretely, it is as follows.- When I start PC build file (.exe) and play in Oculus Quest2 using Oculus Link, I can play without a problem in the first scene.- When move to another scene, come to have something wrong, to be concrete - Hand tracking is not possible. (controllers is still usable) - A screen of "reset your view" does not appear even if I push the right hand menu button. - A home screen of Oculus Link in HMD is not appear when I stop the game. - Once the problem occurs, it can't be recovered until I uninstall & install Oculus Link on the PC side.- The problems avobe does not occur when I build the game in APK form.- The
Hi there, I'm currently working on a VR app for a client, which will run on the Oculus Quest/Quest2. One of the base requirements is that the VR app can be interacted with from an external client application through two-way communication. The mobile client should be able to trigger certain events within the Quest app - for example, pause/continue/next scene/trigger sound, etc. The mobile client should also be able to receive data from the Quest app - things such as the user's performance metrics in a certain part of the experience. In my initial research, I've stumbled upon several options: UDP/threading/OSC/PUN/Mirror/Normcore/WebRTC, and I'm feeling slightly overwhelmed (I have no solid networking experience in the past). If possible I would like to avoid some of the heavier networking frameworks, as I want to avoid having to refactor all my code to accommodate for these. There isn't necessarily a need for full synchronization of game-states like t
Hi,We have 2 apps - one Quest and one Rift and they are both setup with the same In-App purchase items with the same SKUs.I am using the following code to get the IAP items using the skus:public readonly string[] Skus = { "CPTIER1", "CPTIER2", "CPTIER3", "CPTIER4" };public void GetIapItems(Action successCallback, Action<string> failureCallback){ string debugStr = "**** Oculus.GetIapItems: "; foreach (var sku in Skus) { debugStr += "\n" + sku; } Debug.Log(debugStr); IAP.GetProductsBySKU(Skus).OnComplete(msgProductList => { if (msgProductList.IsError) { string errorMsg = msgProductList.GetError()?.Message ?? "Error getting products by sku"; Debug.LogError("OculusGetIapItems: " + errorMsg); failureCallback?.Invoke(errorMsg); return; } OculusItems = msgProductList.GetProductList(); debugStr = "**** msgProductList.GetProductList(): " + msgProductList.GetProduct
HI,I have a strange problem with the Quest2 controller operation.The question is that I tested "CustomHand" sample of Oculus Integration SDK. The thumb and index finger cannot be controlled, only the middle finger to the little finger can be controlled.I have test another Oculus Sample "CustomControllers" ,All buttons work.Does anyone know what the problem is? Unity version :2021.2.13.f2Oculus integration SDK : V38
Hi all, I need to create and export a large number of meta avatars for a project. There is no web or meta tool I know of to do this, let me know if I am incorrect. I would like to:- headset in Q2, create a meta avatar- save avatar as my avatar- get that avatar id (where can it be found)- use that id in Unity to recreate the avatar for the project The goal is to create and export a large set WITHOUT having to create new Oculus accounts.Any insight is appreciated.
Hi,I try to open a socket on my unity application but it fails.The code can run on android device or unity player but not on oculus.My code IPAddress ipAddress = this.LocalIPAddress(); IPEndPoint localEndPoint = new IPEndPoint(ipAddress, 11000); try {Exception occured here => this.socketlistener = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp);Exception => Protocol option not supported, it's socket exceptionLog && Version02-03 16:22:07.393 31073 31088 I Unity : Unity v2018.3.4f1, Oculus Utilities v1.32.0, OVRPlugin v1.32.0, SDK v1.1.19.0.02-03 16:22:07.571 31073 31088 E Unity : Unable to find libc02-03 16:22:08.317 31073 31088 E Unity : StartServer: Protocol option not supportedMany thanks for helpPS : function used from prevous code&nb
Hey there, my Unity game is taking around 10 seconds to start rendering my first scene after the splash screen. The scene is totally empty. I have very few assets in the project so far, no preloaded shaders are displayed in the settings, and I made sure any music wasn't set to decompress on load. Anyone have any advice for reducing the startup time? Other apps using unity seem to launch wayyyy quicker?
Hi..I am trying to build a webGL VR(WebVR) application for Oculus browser with Oculus Integration SDK.But I got the error below mentioned while trying to build. Error : error CS0103: The name `Microphone' does not exist in the current contextPlease guide me..
Hi everyone, When I test my VR app.I only goto "build and Run" .Then test app in my headset.I found some VR developer video in youtube.They can test VR app in Unity directly. But, I can not do it.Am I miss something ?
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