Running a project with Unity v2018.4.16f1 Windows Standalone 64-bit,
using VRTK and the Oculus Integration package, Oculus Utilities v1.52.0,
OVRPlugin v1.52.1, SDK v1.55.0. Also has the Oculus Desktop package in
at version 1.38.4, which is necessary...
Hello,As the title says, I am developing with a quest 2 on a Mac OS
using Unity. I would like to test the workflow on the computer screen
instead of the headset. It seems I am not able to get the user info for
example or make the sdk to work. Does th...
I run the HandsInteractionTrainScene in Quest with Unity, and find that
the skeleton physical colliders are not updated with hand tracking pose.
I only turn on the Render Physics Capsules and allow Hand Tracking
Support in OVRCameraRig. Does anyone k...
Especially developed for Beginner/Intermediate VR Developers who want to
learn VR development.Learn to build an entire advanced VR Framework from
scratch, that is a lot better than most of the paid frameworks available
out there, without writing a si...
I'm preparing to submit my Quest app but as usual, I'm dealing with
getting through Android permission. I get the usual external storage and
microphone permissions but those are somewhat easy to find the source by
searching for "Microphone." fields i...
Hi,I'm using the standard .NET networking APIs to make a TCP connection
to a server on my home wifi network (the same as the Quest is conneted
to). I've set "Internet Access" to "Require" in the Unity player
settings but I can see via logcat that the...
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 He...
I've implemented them but no-one appears on the dashboard under Platform
Services > Achievements as having achieved any. Under Data Use Checkup I
have User ID and User Profile approved, and I am running the build
downloaded from AppLab (I noted someo...
HI all, I am attempting to build a UI using OVROverlay in Unity. It
looks great BUT on mobile the overlay renders in front of any scene
geometry, thus occluding the controller models and pointer rays. The
same behavior can be observed in the OVROverl...
So I had the gamepad working as an alternate controller for the app I'm
working on. Then I updated my Oculus Integration and that's when it
stopped working During PLAY in Unity it works as expected, but when
building and installing on my Quest 2, th...
Hi,I'm trying to get Unity 2019.3.12f1 set up for Oculus Quest
development and have followed the Oculus instructions precisely.
However, when following "Enable Virtual Reality (VR) Support", I'm
hitting a wall.After enabling the Oculus plug-in provid...
Hi,I am using XR Interaction toolkit and XR Plugin for the Oculus Quest
2. I'm trying to make it so that when the user presses the "A" button on
the oculus quest 2 controller, It triggers this function and resets the
camera.In the attached image, the...
Hi everyone. I was thinking about it, i have an input method which i
think much more usefull than the standart keyboard oculus system has. I
don't have an oculus headset or the controller or any other vr-ar-mr
headset. I have already made an app to u...
Hi, I am relatively new in this field hence asking for your kind
advice.I have developed a game that uses a lot of mouse clicks and
hovers. No raycast.So now I need to transform the game into a VR game
using Oculus Quest. It was overwhelming for me t...
Hi everyone,I have a question about the "continuous move" from the
latest XR Interaction toolkit. I would like to use it in zero gravity
and it works fine, but i can only move on the horizontal axis. Is there
a way to add vertical movement as well? I...
When implementing the instant runtime splash screen there is a problem
with how the splash image is processed which causing the image to be
overexposed on the Quest. The first image below is how it should look,
the second is how it appears on the Que...
Hello,I am currently having an issue with using the per eye camera with
the OVR Camera Rig concerning the culling mask. I am trying to have one
item visible to the left eye anchor and not visible to the right eye,
and a different item visible in the ...
I have an issue thats causing really bad frame spikes. When I started my
game using the Universal Render Pipeline template in Unity, I thought it
was targeted at mobile applications. Seems I might have been wrong. The
issue is that I have no clue how...
in Oculus Integration 29.0, there is a bug that the hand capsules only
update on the first frame, when the hand is initialized.maybe it is due
to some settings, but the capsule.CapsuleRigidbody.MovePosition and
capsule.CapsuleRigidbody.position do no...
we just set up all the requirements for unity and oculus development,
according to the get started guide. when deploying the handsInteraction
example project, the quest2 is asking to switch to controller when
starting the app.then, in the app we are ...
Hello , i am using the oculus VR object and i want to connect a AR hmd
and stick the VR obj to it. the idea is that the person with the AR HMD
can see some of the VR object of the person using the oculus so you can
have better communication and inter...
Hello, Sorry if it's a dummy question, but I've been playing around with
the new Hand tracking feature (which is amazing by the way). However I
can't figure it out how to make the items grabbable to work together
with the hand tracking. My guess the ...
I seem to be at a loss for I have been working on this problem for the
last couple of days.I am trying to create a game where the player walks
through the environment by walking around their play area given it meets
the requirements (7 ft x 7 ft). I,...
Hi, is there a way to declare Oculus Integration as a dependency or have
it linked somehow to a custom UPM package? I am trying to build a custom
core package with Quest hand-tracking setup and a couple of features to
be able to reuse them in multipl...
Hi all, I'm having a weird problem where I'm trying to call the
Recenterfunction. So I am currently trying to develop on the rift, and
then building on the Quest. However, I am facing a problem, when I call
the recenter function on the rift, everythi...