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OVRHeadsetEmulator doesn't move the view in the Game panel

Hello,

I would like to be able to emulate the headset while developing in Unity, so I don't have to build to a device whenever I want to test. However, the OVR Headset Emulator doesn't move the view in the Game panel during play mode. The values of Head Pose Relative Offset Rotation are changing in the script, but I can't move the camera around to look at different things or interact with the UI. I have tried using Unity 2018.2.7, 2018.2.2, and 2017.4.11, and Oculus Integration 1.29. 

Am I missing something? Has anyone else encountered this?

Thank you kindly.
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Comments

  • spacefrogspacefrog Posts: 57
    Hiro Protagonist
    edited September 2018
    I'm not able to make this emulation work either
    should be as simple as dropping a OVRCamerRig into the scene - no ?
    Anyways, i can see the "HeadPoseRelativeOffsetRotation" on the OVRCameraRig change in the inspector, when the corresponding keyboard keys are pressed and i move the mouse, but the camera does'nt rotate accordingly The values do not change if i disable the headset emulator script. So should be doing the right thing imho ...

    My versions are Unity v2017.4.11f1, Oculus Utilities v1.29.0, OVRPlugin v1.29.0, SDK v1.30.0.






  • victorvialevictorviale Posts: 1
    NerveGear
    Piggy-backing on top of this issue, I'm having the exact same problem as @learnwithus
    Using version 1.29 
  • HeyBishopHeyBishop Posts: 24
    Brain Burst
    edited June 2019
    It was working for me up to version 1.36. Just upgraded to 1.38 and now it doesn't work. 

    Any idea what could be wrong @NinjaGaijin?
  • HeyBishopHeyBishop Posts: 24
    Brain Burst
    After a LOT of hassle, I managed to roll back to 1.36 and it's working again.
    Note: I'm running Unity 2019.1.7f1
  • ehsan_612ehsan_612 Posts: 1
    NerveGear
    HeyBishop said:
    After a LOT of hassle, I managed to roll back to 1.36 and it's working again.
    Note: I'm running Unity 2019.1.7f1
    How could U roll back to 1.36?
    I couldn't find any download link
  • LouisHongLouisHong Posts: 1
    NerveGear
    Emulation still doesn't work to this day
  • robshoxrobshox Posts: 2
    NerveGear
    Can't get emulation working on Quest Unity setup either with OVR Headset Emulator component
  • hrrsnhrrsn Posts: 2
    NerveGear
    This doesnt seem to be working so simply any more. @filipefmiranda - Dont suppose you know of a new fix?
  • hrrsnhrrsn Posts: 2
    NerveGear
    This doesnt seem to be working so simply any more. @filipefmiranda - Dont suppose you know of a new fix?
  • robshoxrobshox Posts: 2
    NerveGear
    Is there an alternative emulator that can be used with XR Toolkit?
  • frenchjamfrenchjam Posts: 1
    NerveGear
    I don't know if this is at all in line with the comments above. I am a newby.

    I am trying to learn how to develop for Oculus Quest. I followed the setup instructions, created a simple Unity project, dropped in the OVRCameraRig and was able to build and run on the Quest, with head tracking working appropriately on the HMD.

    I then wanted to debug some code using OVR Headset Emulator, but I could not get it to respond. With some debugging statements put in place I was able to determine that OVRManager was not being initialized, which seems to be in line with what was reported above. I tried to follow the hints above. No luck, but that may have been my lack of familiarity with a lot of what is mentioned.

    In the end, I went into Edit->Project Settings->XR Plugin Management. By default, the android tab was selected and I had checked Oculus as a Plug-in provider. But I had not done so on the desktop tap. Checking "Oculus" as a plug-in provider there as well was all that I needed in order to get the OVR Headset Emulator functionality to work while running my application in the Game window of the Unity editor.

    I am using Unity 2019.3.14f1 Personal and I started here, so I may have been lucky that I am not trying to get code that was functional on older versions to work here. I have seen a number of comments in the code about legacy issues, but I can't say that I understand them nor whether I am using the old or the new way.
  • eruperueruperu Posts: 2
    NerveGear
    OVRManager.cs
    Seems to be a not "!" messing , OVRPlugin.initialized is set to true inside InitOVRManager().
    so the test should be is  OVRPlugin.initialized == false is so call InitOVRManager().

    private void Awake()
    {
    //If OVRPlugin is initialized on Awake(), or if the device is OpenVR, OVRManager should be initialized right away.
    if (!OVRPlugin.initialized || (Settings.enabled && Settings.loadedDeviceName == OPENVR_UNITY_NAME_STR))
    {
    InitOVRManager();
    }
    }
    Works like a charms! Using Unity 2019.3.10f1 and Oculus 1.3.4
  • muhr2muhr2 Posts: 1
    NerveGear
    OVRManager.cs
    Seems to be a not "!" messing , OVRPlugin.initialized is set to true inside InitOVRManager().
    so the test should be is  OVRPlugin.initialized == false is so call InitOVRManager().

    private void Awake()
    {
    //If OVRPlugin is initialized on Awake(), or if the device is OpenVR, OVRManager should be initialized right away.
    if (!OVRPlugin.initialized || (Settings.enabled && Settings.loadedDeviceName == OPENVR_UNITY_NAME_STR))
    {
    InitOVRManager();
    }
    }
    Thanks @filipefmiranda - worked for me, too. Unity 2019.3.11f1 + Oculus Integration v17.0
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