Resolved! In game photo booth?
Is it possible via Unity script to trigger the Oculus save screenshot function so the player can save pictures with an in game button? Ideally the saved image will be from a separate pre-framed camera.
Is it possible via Unity script to trigger the Oculus save screenshot function so the player can save pictures with an in game button? Ideally the saved image will be from a separate pre-framed camera.
Hi, we're currenly working on a VR product and we want to build this also to WebGL and Windows (both Vr not included). In our assets we have the latest Oculus integration but on WebGL we get the error: How can we make a build to WebGL without deletin...
So I have hand tracking basically working in the main menu of my app - the hands show up, track nicely, I can switch back and forth between hands and controllers in the main menu. Transitioning into a level works as well, and I can switch between han...
Oculus Avatar Remote Lip Sync does not work. I am using a photovoice2.Local is good. The problem that I went through in the past came again. Is there a workaround? Please explain a bit concisely.If you send the sound data to the Volume Amplitude in O...
The latest version of our Oculus Integration for Unity can always be found on the Unity Asset Store. More information about this release can be found here.Due to compatibility issues we do not recommend using the any 2018.3.x versions of the Unity Ed...
Hi, I recently experienced a weird issue in the Unity Editor.My project involves many scenes, and some scenes take a few seconds to load. However, I noticed that after loading a new scene, there always is a weird flickering in the right eye only, and...
Hey,I have a pretty basic questions regarding working with Oculus Quest Handtracking.Which method of the OVRSekleton Script can i use to return the x-coordinate of the index finger?Basically I want to change a game parameter with that value....I coul...
I want to get rid of the nasty Specular of Oculus Avatar Shader.My content is a bit dark(sometimes no light), but Oculus Avatar has s strange and sharp specular.Shader "OvrAvatar/Avatar_PC_SingleComponent"I am developing with rift, so it seems to be ...
I have just started developing for the Quest (been working with Gear, Go and Vive before) and have made a simple test application to understand the Quest button mapping in Unity. It looks great and very flexible!When I tested the thumbstick, both for...
Hello,In our game we're trying to open up the oculus store page (in headset) and have it point to another game's page. I understand there is the "oculus.Platform.Application.LaunchOtherApp" method, however there are several issues we're experiencing:...
I’ve implemented a full body avatar using Final IK in my prototype and while the results are beyond my expectations so far, it’s missing hands animations.So I was wondering if there was a way to use the awesome Oculus Avatar hand animations on a stan...
Hey, I've run into an issue with unity integration. I'm using unity 2019.1.1 and OVRInput.GetDown doesn't work as in it always returns false. In the meantime, OVRInput.Get works as expected. Before I do any custom implementation of GetDown as a worka...
Hi,I'm thinking of jumping ship from Unity to UE4 due to the myriad of issues I've experienced. Is the state of affairs more coherent in UE4 or will it be a similarly frustrating experience?Thanks!
Hi,I'm trying to create a portal effect using render textures with no luck. I create two cameras to observe the other side of the portal, using the stereo settings from the main camera (separation and projection matrices), rendering to two separate r...
Hi, In the documentation from oculusvr saids "Note: Developing apps for Oculus Go requires Unity Editor 2019.2.13 version.".Does this mean only this version or does the go support also versions higher than this for example 2019.4.2f1 (LTS)?
In our games, we sometimes need players to interact with the desktop (e.g. after opening a Website in the OS browser to let the player interact with privacy settings only available via a Web interface). With SteamVR, we can open the in-VR dashboard w...
So I am having an issue with my app's leaderboards. They work while testing in the Unity editor - they are hooked up and writing to/reading from the leaderboards we have on the developer dashboard, but after uploading a build to the Alpha channel, I ...
For game development I am using a number of button inputs to represent one input. The issue with this in code is that it obviously isn't the cleanest way to write out if statements with ovr input + over input etc.Can anyone offer a direction or solut...
When the application does play.I'm trying to load asset (OVRLipSyncSequence). public OVRLipSyncSequence MyOVRLipSyncSequenceNow = null; void Start() { MyOVRLipSyncSequenceNow = Resources.Load("Assets/StreamingAssets/Voice/English/LipSyncSequence/MyOV...
So I'm developing a Commodore 64 VR app for the Quest, for example:https://www.reddit.com/r/OculusQuest/comments/heggol/progress_update_on_my_commodore_64_virtual/But I'm finding it quite the challenge to hunt down consistent optimization information...
I have some projects developed for Oculus Go in Unity 5.6 and I need to pass them to Oculus Quest. My question is: is it possible develop for Oculus Quest with Unity version 5.6? thanks!!
I am using Assembly.GetExecutingAssembly().GetName().Version.ToString() to get apk runtime version number.I have the same call in another apk that is not pushed to Oculus but runs on phones. That works.The Quest reports 0.0.0.0.Anybody else run acros...
Hi,I just want to know if there is a way to force the controller or the hand's rigg to squeeze the fist only by pressing one button via script ?I want to change the state of the hand only by pressing one button, and if it's possible without using cus...
Dear Oculus,I am Yongbum Kim from South Korea,I made a Unity Asset (Not Game!) for Oculus Rift S ( not contains any third party system or equipment --> for only Oculus Rift S)using Unity & Oculus Integration(Oculus SDK).I have read about Oculus SDK t...
Hi. I'm not new to Unity, but very new to both VR and Oculus Quest.I've tried various "setup guides" from the developer help sections on oculus developer site. Mostly I just crash Unity, or don't understand how to use any of the intergrations, or the...
The title says it all. I'd be curious to know if anyone can render to the right eye when the Camera Target Eye setting is set to "right" using the XR management system/plugins and multipass. I need this functionality. It works fine in legacy but lega...
Hello, I am programming in Unity for Oculus Quest and I am trying to overlay some hand gestures over the tracked hands. By overlay I mean force the finger bones to be in a certain pose during update, so momentarily stopping finger tracking (or at lea...
Hi , i'm trying to build from unity to oculus quest. I have couple of problems :1. when build and run on oculus , there's no shadow . It's just simple scene with couple of objects. I can see the shadow in unity, but when run inside oculus , the shado...
Hi,I'm new to using Wwise but I'm looking at using it with my Unity-based project and looking at using the Oculus Spatializer plugin too. I'm using Wwise 2018.1, Unity 2019.3 and the latest spatializer plugin and seem to have the basics working with ...
Soooo. Am i missing something or is this not illegal?I noticed the issue cause my collider capsules attached to hand tracked bones weren't updating position/rotation with rigidbody.MovePosition/rigidbody.MoveRotation. Removing it fixed my issue, alth...