09-21-2018 03:59 PM
04-11-2020 10:00 AM
04-11-2020 03:46 PM
05-06-2020 11:00 PM
05-24-2020 12:11 AM
06-02-2020 01:55 PM
filipefmiranda said:
OVRManager.csSeems 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();}}
06-09-2020 07:02 AM
filipefmiranda said:
OVRManager.csSeems 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();}}
12-07-2020 05:45 AM
muhr2 said:
filipefmiranda said:
OVRManager.csSeems 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
01-24-2021 01:56 PM
04-08-2021 01:23 AM
This bug is there for a long time! Why doesn't Oculus fix this?!?
07-04-2021 11:00 AM
What a weird specific bug to still exist 3 years later. Thanks for the help, y'all!