Reporting bugs on this forum feels like whispering in the wind, but here
goes: Oculus Quest is set to "Auto Switch between hands and
controllers"Application built with Oculus Integration v31.2 (legacy
OVRPlugin) configured to use hands and controller...
If one hand's tracking confidence is "Low" and the other hand's tracking
confidence is "High" (e.g. One hand is slightly occluding the other),
then OVRHand.GetFingerPinchStrength and OVRHand.GetFingerIsPinching for
the _high_ confidence hand stop get...
Here are a couple of issues that have been floating around for a while.
It would be great to not have to apply these patches every time I
upgrade the Oculus Integration. It would also be great if there was a
way to do pull requests on the integration...
So far I've tried ONSPPropagationGeometry/ONSPPropagationMaterial
combination. It's in beta, partially broken, and had severe performance
issues in a small test situation (small room with furniture, one static
sound source, two moving sound sources)....
In the file ONSPPropagationGeometry the ReadFile method tries to read
directly from Stream Assets, but on Android this has to be done using a
UnityWebRequest. The code below is a workaround that reads the file out
of streaming assets and saves it to ...
The Oculus system software is based of Android 10, and I think Android
has gotten stricter about application permissions. I would take a look
at what's required to do the same thing in Android 10. I believe it
requires an explicit permission request ...
My guess (judging by position and color) is you're using an Oculus
Avatar and your camera is looking through the back of the VR headset of
the default avatar. You should either turn off the third person avatar
model, disable the head mesh, or put the...
Unless you aren't planning on shipping for a while, you might want to
avoid OpenXR on Quest for the moment. "Due to the known compatibility
issues with hand-tracking and haptics, Oculus Store and App Lab will not
accept apps built with v31.x SDK and ...