Unity Development
cancel
Showing results for 
Search instead for 
Did you mean: 

Forum Posts

GearVR Oculus Browser deep linking from Unity?

Application.OpenURL("http://www.whatever.com") loads the default webbrowser for the device.Whats the possibility of exposing the ability to use the GearVR Oculus Browser so we can stay in VR and not have to take our HMD off?Maybe it could be expsoed ...

paw9k by Level 4
  • 488 Views
  • 4 replies
  • 1 kudos

Error Building to Oculus Quest

I keep getting this error, not sure what's causing it:OVRADBTool adb server version (40) doesn't match this client (41); killing...* daemon started successfullyUnityEngine.Debug:LogError(Object)OVRADBTool:RunCommand(String[], WaitingProcessToExitCall...

Unity game stuck "loading" on first run

Our game developed in Unity (2019.4.10f1) will very intermittently fail to load on Rift S when it is run the first time. It sits at "Loading ...." in white infinity forever. Logs indicate that around the time of this failure, there are a bunch of pro...

ntclark by Level 2
  • 128 Views
  • 0 replies
  • 0 kudos

Resolved! True Recenter on Quest 2 ??

i tried some methods to recenter / reset / calibrate position but got no success !!like as:OVRManager.display.RecenterPose(); OVRPlugin.RecenterTrackingOrigin(OVRPlugin.RecenterFlags.Default); OVRPlugin.SetTrackingCalibratedOrigin(); UnityEngine.XR.I...

recenter.jpg

Oculus Quit App not working

I'm developing an app for Rift and Quest. Works great on Quest, but on the Rift when I hit the Oculus button and select "Quit App" the HMD goes to the menu, but the app continues to run in the background with full tracking, everything. I have to swit...

Resolved! URP best settings?

does someone have experienced with URP?i got jagged edges on objects ...what is best settings to got smooth results?? P.S: MSAA 4X - FXAA - PP - URP 12

OVRGrabber stops working

Hi everyone,I'm building a prototype with around 150-200 grabbable objects for a test. When throwing an object and if the collision with the ground or other objects is strong enough, the thrown object will instantiate a shattered prefab version of it...

tbkuno by Level 3
  • 857 Views
  • 7 replies
  • 0 kudos

Resolved! CPU and GPU level ?? [Quest 2]

i tried to set GPU and CPU level to 5 [based on maximum available on metrics tool]to get maximum performance ... [on Quest 2] by using OVRPlugin.cpuLevel = OVRPlugin.gpuLevel = 5; but does not affect!!any suggestion? P.S: Unity 2021.1.14 + URP + SDK ...

Resolved! OVR Custom Hand Prefabs not working !!

i'm using OculusIntegration v29 and OVR Custom Hand Prefabs on unity 2021.1.14 for Quest 2 ...but hands does not working!! weird actions on hands ... no finger tracking ... any suggestion? P.S: the Oculus Guardian is disabled

Resolved! Spectator Mode crashes Development Builds on Quest

I tried out this Spectator Mode demo (https://developer.oculus.com/documentation/unity/unity-spectator-camera/) from the new Oculus Integration 29, but discovered that initiating the camera switch (with trigger) while casting will crash the app it wa...

Initial state position??

how can i define virtual player position at the center of virtual room if real player was anywhere ??seems that oculus forces initial virtual player position to be aligned to the initial player point of oculus guardian, even if it's off !!

Oculus Integration Hand Tracking

Hello Team,I'm running across an issue with the Oculus integration package. I'm unable to activate hand tracking or use controllers. I'm currently building out a scene in Unity and everything works. I was able to fix the issue temporarily going into ...

Achievements are not unlocking.

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...

bio998 by Level 2
  • 154 Views
  • 1 replies
  • 0 kudos

OVROverlay hides controller models

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...