06-21-2019 09:26 AM
TiledMultiRes
setting to FixedFoveatedRendering
.All Unity 2018.2 versions
2018.2.20f1
06-27-2019 02:31 PM
tyounanmoti said:
Not worked on Unity 2019.1.4f1 and 2018.3.13f1 with following warning log.Virtual Reality SDK Oculus failed to initialize.Will attempt to enable None instead
06-27-2019 06:52 PM
rayBLAST-R said:
tyounanmoti said:
Not worked on Unity 2019.1.4f1 and 2018.3.13f1 with following warning log.Virtual Reality SDK Oculus failed to initialize.Will attempt to enable None instead
I've been having the same issue on Unity 2019.1.8f1. However, it was running just fine for a while on Tuesday... I think it was Tuesday. I didn't change a thing but the SDK v1.38.0 was showing up in console as it should. Now I am seeing what is in the attached screenshot.
In any case, I have included OpenVR and Unity will fallback to that for running in the Editor. This will allow you to continue development at least. If using a LocalAvatar, the finger animations will not match the controller.
This particular project is setup for Quest and I have been using my Rift S for checking progress. This has not caused any issues with building and pushing an APK to the device.
@NinjaGaijin
Any ideas on why the SDK is intermittently initializing? I've noticed others having this issue too.
06-28-2019 01:58 AM
06-29-2019 11:25 AM
06-30-2019 11:37 PM
07-01-2019 02:52 PM
07-02-2019 01:36 AM
07-02-2019 06:29 AM
07-02-2019 08:13 PM
07-04-2019 09:41 PM
protected override Vector3 DoGetAngularVelocity()
{
switch (trackedGameObject.name)
{
case "CenterEyeAnchor":
return trackedGameObject.transform.rotation * (OVRManager.isHmdPresent ? OVRPlugin.GetNodeAngularVelocity(OVRPlugin.Node.EyeCenter, OVRPlugin.Step.Render).FromFlippedZVector3f() : Vector3.zero);
case "LeftHandAnchor":
return trackedGameObject.transform.rotation * OVRInput.GetLocalControllerAngularVelocity(OVRInput.Controller.LTouch);
case "RightHandAnchor":
return trackedGameObject.transform.rotation * OVRInput.GetLocalControllerAngularVelocity(OVRInput.Controller.RTouch);
}
return Vector3.zero;
}
After:protected override Vector3 DoGetAngularVelocity()
{
switch (trackedGameObject.name)
{
case "CenterEyeAnchor":
return trackedGameObject.transform.rotation * (OVRManager.isHmdPresent ? OVRPlugin.GetNodeAngularVelocity(OVRPlugin.Node.EyeCenter, OVRPlugin.Step.Render).FromFlippedZVector3f() : Vector3.zero);
case "LeftHandAnchor":
if (OVRPlugin.GetSystemHeadsetType() == OVRPlugin.SystemHeadset.Oculus_Quest)
{
return trackedGameObject.transform.rotation * -OVRInput.GetLocalControllerAngularVelocity(OVRInput.Controller.LTouch);
}
return trackedGameObject.transform.rotation * OVRInput.GetLocalControllerAngularVelocity(OVRInput.Controller.LTouch);
case "RightHandAnchor":
if (OVRPlugin.GetSystemHeadsetType() == OVRPlugin.SystemHeadset.Oculus_Quest) {
return trackedGameObject.transform.rotation * -OVRInput.GetLocalControllerAngularVelocity(OVRInput.Controller.RTouch);
}
return trackedGameObject.transform.rotation * OVRInput.GetLocalControllerAngularVelocity(OVRInput.Controller.RTouch);
}
return Vector3.zero;
}