@ClydeHuibregtse Hitting the UI is going to have to go trough a different system than hitting 3D objects (IE, not Physics.Raycast). The code presented in this post will do both: https://developer.oculus.com/blog/easy-controller-selection/
Hope tha…
This information is available outside of the vr api.
The android system API already provides this information: https://developer.android.com/reference/android/os/Build.html#MODEL
Unity surfaces it: https://docs.unity3d.com/ScriptReference/SystemIn…
Hi @JBivBeats
You are not missing something, you have multiples of something :p
When i originally wrote that blog, UI interaction scripts were not being shipped with Oculus Utilities for Unit. I think right around the 1.20 or 1.21 release, those …
Hi @vivalavida thanks for the feedback, it's really useful!
I don't know the answers to your questions, but when i have some time i'll try to get the issues you pointed out resolved.
When doing this, the "Bundle Identifier" (Under Player Settings > Other Settings) should be different for tablet builds and GearVR builds. On the S8, games who's bundle identifiers are on the google play store often (not always) put the…
Hey yo!
Glad to hear you have something up and running! Congrats, that's awesome!
Indeed, the graphicsraycaster / overraycaster was the issue, this has to do with how unity's ui system works. You can't have two raycasters on the same canvas. Th…
Hey,
OBB files are just opaque binary blobs. Meaning, any file with a .obb extension is valid. I've only had to use OBB files on native projects with big video files in the past. For those, it was just a matter of changing the .mp4 extension to .ob…
I see, that code is for using the Gear VR touchpad, or Gear VR Controller touchpad to scroll a scrollable area, like a text field with long text. It's not something you can hook into.
Is there a use case for swipe that OVRInput in it's current state does not cover?
From: https://developer.oculus.com/documentation/unity/latest/concepts/unity-ovrinput/
// returns true on the frame when a user’s finger pulled off Gear VR touchpad c…
@"tamer.ozturk2" The code might not make a lot of sense without the documentation that is the blog post. It should be live pretty soon. Hang tight.
@myBadStudios I just took a look at your video, it's really odd that the selection ray wou…
Glad you guys like the sample.
@"tamer.ozturk2", you are right, that sample has no gaze fallback currently. I put it together pretty hastily for touch controllers specifically. There are also some issues with how the active controller is …
Hi @myBadStudios
Sorry to hear your frustration. My posts are aimed mostly at mobile, i tend not to check them against rift for functionality. From now on i'll try to make sure my posts are compatible with both. If i have time in the future, i'll e…
Hi guys,
That's my talk! I'll cover some broad resources on where to get started. Making an arm model is a fairly high level, ambigous task. There is no right or wrong way to do it.
If you want to develop your own arm model, a logical place to star…
ZFighting refers to geometry constantly fighting producing obvious artifacts, not necessarily geometry penetrating or geometry not making sense. This is the type of z fighting we look for:
That would get flagged as z fighting.
If your gun rend…
Yes, you can adjust the position of both CenterEyeAnchor and RightHandAnchor. However, i would not suggest doing this.
The position for both of those nodes is set in the Update…
I suspect the issue here is actually the version of Unity being used. 5.5.3f had a bug which exhibits the symptoms described. See https://issuetracker.unity3d.com/issues/android-arm-big-dot-little-cores-are-identified-incorrectly-on-s8 for details a…
If your application is a unity game, the following command will launch it:
</code>adb shell am start com.oculus.example/com.unity3d.player.UnityPlayerActivity</pre><h2></h2>Sometimes the activity name is <i>com…
Gear VR supports 1 expansion file, up to 4GB. We have some documentation in the works on it. For now, this page will get you started: https://docs.unity3d.com/Manual/android-OBBsupport.html
You have to adhere to androids naming convention of:
</…
Failed to install C:\Users\Tyler\Desktop\UnicornVR2.apk: Failure [INSTALL_FAILED_OLDER_SDK: Failed parse during installPackageLI: /mnt/expand/a0440c29-8473-46f5-afc5-60868fdd86f1/app/vmdl2029952184.tmp/base.apk (at Binary XML file line #3): Requires…
There is no "built in" laser pointer. You need to create your own. If you are using Unity, there is sample code in this thread: https://forums.oculus.com/developer/discussion/54513/use-gearvrcontroller-with-selection-ray-unity
Glad that was helpful. I assume by buttons you mean Unity's built in UI. There is some official documentation being worked on for this as well! Until that documentation is ready, i can point you in the right direction. This one is going to take a bi…
The cursor is just a game object in the scene, GazePointerRing/Quad. As such, it gets its color from a texture set trough a material. If you just want to edit the texture it is located at:
Assets/Pointers/Textures/GazeRing.png
There is some documentation relating to this in the works. Be on the lookout for that. In the mean time i can give you a quick and easy way to achieve this effect.
EDIT: The documentation mentioned above is now live at https://developer.oculus.com/…