Unity VR Development
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Unity VR + Photon 2 + Meta Avatars

Spoiler (Highlight to read)Hi,I am building a VR multiplayer game with Unity & Photon.I am planning to put the app in the oculus store. For now everything works but, I want the players to be AVATARS with their own custom avatars.As I understood there...

Meta Avatars SDK - hide/disable hands

Hello, I am currently using a framework for VR interaction that gives me hands that can interract with a lot of objects. After i initialized the avatar i noticed it comes it its own hands that are on top of the current hands which have a lot of physi...

Resolved! P2P Voip Timeout

The latest problem is that the previous projects can normally connect VoIP and P2P. Since last Saturday, it can't be connected. The print shows that the connection request has been received ,Net.Connect(userID) and Voip.Accept(userID) has been called...

Change Meta avatar transparency

Hello, I want to make a remote Meta Avatar fade in and out. I can't find a way to make the avatar transparent. I can't find a way to access the mesh render and change the alpha channel. It must be possible as in the documentation they put best practi...

Screenshot 2022-07-28 at 16.33.04.png

SharedSpaces Unity oculus sample

Hello! Can someone please help with the newest Oculus SharedSpaces Unity project sample. We would like to test this implementation in our project as well. But firstly we are trying to understand the sample project. I have downloaded the Oculus Shared...

2021-12-14 11_07_19-Unity-SharedSpaces-main - Startup - Android - Unity 2020.3.24f1 Personal _DX11_.png
ArtisV by Level 2
  • 610 Views
  • 3 replies
  • 0 kudos

3rd person character control in VR

So.. I have movement in VR via the OVRPlayerController. What I would like to do next is to "follow" a character in 3rd person. I can find lots of "how to's" in regard to 3rd person character animation and following etc using Cinemachine in Unity. Wha...

"Attach socket" with Oculus Interaction SDK

I'm trying to recreate the "attach socket" (XRSocketInteractor) from Unity's XR Interaction Toolkit. Has anyone had any success? I've read through the documentation but can't come up with a simple way to do this. I've even tried writing my own script...

Riiich by Level 3
  • 748 Views
  • 5 replies
  • 1 kudos

Accessing unknown sources file path

Hello everyone i'm using the oculus Go headset , and i want to open a game which i created with unity but open the game with only coding and in order to do that i need the game's file path , where it has been downloaded in the headset in this case in...

RoySh97 by Level 2
  • 229 Views
  • 0 replies
  • 0 kudos

Disable OVR Logs ?

Is there a way to disable the ovrManager and ovrAvatar 2 logs ? (other than comment line in script)it's difficult to debug with hundreds logs comming from them..

Resolved! OVRPlayerController not working

Hello hive mind. I have the latest version of the Unity editor (2021.3.7f1) and also have the latest version of the Oculus Integration SDK from the asset store.I have created a simple scene with a flat terrain and three objects - nothing special. Add...

Oculus Hand Model issue

I was using Unity 2021.3.3f1 and build PoseExamples scene, the hand model's Thumb is not in right position. I also try using Unity 2019.4.28f1 and it is ok.Both projects uses OculusIntegration_v42.unitypackage.

chengnay_0-1659158739739.png

Oculus Hand Model issue

I was using Unity 2021.3.3f1 and build PoseExamples scene, the hand model's Thumb is not in right position. I also try using Unity 2019.4.28f1 and it is ok.Both projects uses OculusIntegration_v42.unitypackage.

chengnay_0-1659158739739.png

Unity XR vs Oculus integration

I've been happily building in Unity on top of the Oculus integration for the Quest for a while now, but with the nagging question in the back of my mind, "should I be porting this over to the Unity XR?" After cursory searching, I haven't been able to...

Anonymous by Not applicable
  • 2890 Views
  • 7 replies
  • 2 kudos

OVR Orbiting Object

Hi I need to set up an OVR rig to orbit an object on button poke events with hand interaction. How would I go about accomplishing this? The initial idea is to have buttons sticky somewhere on the side of the user. There'd be a +/- left/right button c...

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