When trying to use the Interactibe Tools Creator tools such as Ray Tool
and FingerTipPokeTool in a scene where theOVRCameraRig is not at 0,0,0
and rotation is 0,0,0, the rools are offset (they do not respect the
actual worldspace position of the play...
Hello, I have uploaded my application to ALPHA Release Channel and it
has 2 expansion files associated with it. From the application, I am
able to list the files and get their ids using GetList() but i am unable
to download them using downloadAssetFi...
I've updated Oculus Integration to version 25.0 and SteamVR to version
2.7.3 (sdk 1.14.15). Now everytime I use the [CameraRig] and
OVRCameraRig prefabs, the controllers won't show up, neither map the
corresponding inputs. Also, I think there was a r...
For some reason, Oculus SDK is trying to access Horizon during the
runtime of my application. Would anyone happen to know why or how to
disable it or if someone from Oculus would tell us when this is going to
Hi everyone, Myself and one other person are developing an immersive
music application for the Quest 2 using Unity and have run into an
interesting problem. Currently we are building in Unity 2019.17.4 We
have a canvas and set of sliders linked to EQ...
[Edit, Solved] I found the 'good' sample scenes, under
/assets/oculus/sampleFramework/usage/. I guess everything under
/assets/oculus/VR/scenes/ is old? -------------------------- I ran
through the "setup" for Unity & Quest, without any issues.
I'm developing a VR app for Oculus Quest, and I'm noticing strange
behavior when hitting the Oculus home button on the right controller.
The app slows down significantly, it almost seems like a second camera
is created, and both controller models spa...
We're developing a game in Unity for the Quest. We're trying to use the
OVROverlay sample as a basis for loading screens and the like and we're
having a problem with visual placement. We can send things to the
overlay, but in when in the headset, the...