Agora unity sdk is not letting the scene to render with MRTK Oculus Integration - unity3d

I am building an oculus app using MRTK (Mixed reality toolkit) and need Agora's video feed streaming capabilities.
While building my app I am able to hear sound but not able to see unity scene, it's all blank and appears as a black screen.
Has anyone encountered this before?
I did try Agora SDK with oculus integration without MRTK and it works fine.

yes change the project settings xr-Plug in management to oculus for android.

Related

Setting up Oculus Rift in Unity with OpenVR + SteamVR

Hi I'm trying to set up my Oculus Rift in Unity to develop with OpenVR and Steam. I'm using Unity version 2017.4 and have added the SteamVR package from the asset store to my project. I'm guessing I need to download the github OpenVR folder and add to my project, but is that all? and will the Rift be recognised then? I'm not sure if I need the Oculus integration tool from the asset store as well or will it interfere? Any step by step assistance would be amazing, thank you in advance (also, I know developing with Oculus and not Steam might be easier but need to use Steam for this project)
I'm currently working with Oculus Rift so...
First you need to download Oculus Rift Software. It will help you setup your Rift. You can download it HERE
Second, you probably need Oculus Rift SDK for Unity. It's working perfectly well for me. I just click Play and app is starting in Oculus Rift. You can download it HERE. And use Import Asset to add in to your Unity Project. I highly recommend also Oculus Rift Avatar SDK (for hands and nice support for Touch Controllers) and Oculus Rift Sample Framework for prefabs (like grabbers for grabbing things obviously).
Also if you will have any problems, remember to update your USB Drivers (especially for USB 3.0).

Unity3d 5.6 VR Cardboard application incorrectly displays on device

I've just installed Unity3d 5.6 and build application for Android with native VR support for Cardboard SDK (checking box Virtual Reality Supported and selecting Cardboard as VR SDK). App responds to movements of device, however, picture is not correctly takes only part of screen, what can cause that issue?
Built for Android 5.0, run on Android 5.1 Sony Z2, device is configured for cardboard viewer with Google Cardboard application, other VR games take all screen at expected.
Added:
As per advice on Unity forum I enabled Multithreded rendering, however it resulted in almost good, still not properly centered image flicked momentarely, then blank (lenses viewes disappeared).
If you are manually setting the screen resolution by script (Screen.SetResolution) try commenting that out.
As written in Unity forum here:
https://forum.unity3d.com/threads/google-vr-sdk-1-10-unity-5-5-broken.445323/
for VR for cardboard development it' better for now to stick to using Unity 5.4.2 with Google VR SDK 10.3.

360 panorama in Browser, HTCVive, Oculus Rift

can you please help me to understand how can I make 360 panorama for Web.
I am using SteamVR and Oculus sdk because I want universal app for (Web, HTCVive, Oculus Rift).
It works in Unity but after compiling for WebGL it does not work on web.
Please review this link.
Can you tell me what I am doing wrong?Or maybe to develop the universal app is impossible?
Thank you!
HTC Vive or Oculus SDK are meant for platform specific apps. You cannot use them in WebGL build. Unity at the moment doesn't have anything for WebGL + WebVR according to this.
But to support both features WebGL and WebVR you can this plugin. This is a WebGL template which has a wraper of WebVR in its js script.
Follow this link to implement it in your WebGL App : Exporting An Indie Unity Game to WebVR
But I recommend you create platform specific builds as well for Oculus and HTC Vive. Its not much effort to change the platform and build the app.
Hope this helps

How to use Cardboard vr view with no 360 content

I have been searching for a way to build my unity google cardboard game for web, and I came across with this google vr view. But is this only for 360 content, with the 360 panorama asset ?
I have tried also to build the project for webgl but it doesn't work ( I think it has some compatibility issues with the cardboard SDK ).
Is there any other way to do so ? I want to load my vr game in a website and being able to see it both: with the cardboard and without them.
Thanks
I don't think you can build a game for web in unity that has support for webgl and cardboard, at least not at the moment.
I would suggest that you try something like Three.js and HTML5 to reach such ends. Check this link on a Tutorial+Example

Should I enable VR support for google cardboard in Unity

I'm creating my firs VR app i unity for google cardboard. I noticed VR support setting in the inspector. I searched a little bit and it isn't clear for me if I should enable it for google cardboard. Here is the link for unity manual about it. Thanks for help!
For a while you should not enable VR support since Unity has no native support for Cardboard yet, although it was announced on Vision Summit 2016 for future versions.
By now, you should only use the Unity package with the appropriated prefabs for Google Cardboard available at https://developers.google.com/vr/unity/download.
You dont need to check Virtual Reality Supported to make an app for Google Cardboard. Make sure that you download the Google VR SDK for Unity and bring it in your assets folder in your project. Then just search for GVR Main in your assets folder and bring that into your project scene and you are good to go. Also you may not need the default camera in the scene as well. Just create your scene and your build is automatically supported for Google Cardboard. VR Supported is largely for computer dependent devices like the Oculus Rift and not apps that you run on your mobile phones.