Firefox Reality Unity WebGl Scene Change - unity3d

Im hosting my project on Amazon S3 server and its running a Unity WebGL webpage for me. All working perfectly untill i decided to have more than one Scene in the project. When im in VR in Firefox Reality and click a button to take me to the new scene the VR image freezes on my head set. I have to exit VR and enter it again to work and the Auido clip has a delay after this too.
Not sure where to go the answer. Thanks for your help!
John

Related

Why is my unity app crashing when I start another one?

I'm trying to create a multiplayer scene with VR in Unity using a HTC Vive and steamVR. But I can't test my app on a single computer. I do a "build and run" then my app start but when I click on play in the unity interface, the built app crashes. I don't why. I observed that this phenomenon exists when I add the [CameraRig] prefab from the Steam VR plugin which is essential for the VR
Could you help me please ?
Thank you

Unity : How to test Oculus OVRinput through the editor? Workflow question

Here is my problem,
I'm using unity 2017.4.30 to develop an Oculus Go application. If anyone else has done this before you know that you can get Unity to build an APK and upload to the headset to test your software.
At the moment we are writing code to do with OVR Utilities, specifically OVRInput which basically is to do with the Oculus Go controller interacting with canvas or objects etc.
What I want to be able to do is test code we are writing in the editor and not have to upload the APK each time to test it. It seems some things like OVRCamera rig work in the editor fine but the controllers only show up when you run from the Oculus Go itself.
Any ideas how we could 'simulate' or 'virtualize' OVR controller in the editor so I can just click things with my mouse?
Thanks for reading,
If you do not want to write your own controller simulator, I'd suggest using the method oculus quest dev's have been using to quickly debug their game, which involves emulating a rift by using programs like ALVR or VirtualDesktop.
If set up correctly you'll be able to just press the play button in unity and instantly see your game on the oculus go.
The answer was the Oculus Link. When the Quest was connected to the PC via Link the Quest controllers where emulated inside unity. Problem solved.

Unity Steam VR launches incorrect

I've programmed a virtual reality game for the HTC Vive in Unity. I used Steam VR.
If I play the game on Unity, everything runs perfectly. It runs also perfectly if I build it. But if I copy my build to another computer, nothing's working.
It looks like this:top right corner
Does anyone no how to solve this?.
My Vive is setup correctly and other games are working just fine.
Thank you
Roman
Make sure before each build that OpenVR is set as first target in the player settings and not "None" (sometimes Unity changes it).
On the other computers, they should obviously have Steam and SteamVR installed
Since Steam workflow is to launch games from Steam Library,which launch SteamVR automaticly. make sure the SteamVR app is launched before launching your .exe.

Game is not working correctly after build,Game over panel appears in start when i generate apk

I am working on unity and i have developed clone of color switch game. The game works correctly on my PC. There is no issue in the game but when generate its apk and install on my mobile and play the game than game over panel appears in game play screen and replay button also does not work.I don't know what is the problem. Because everything works correctly on my PC...Please help me. Thanks in adcance

Google SDK Divided VR mode view

I setup the Google VR SDK in 5.6Beta Unity, everything works out smoothly. I click on the demo scene and on the play button for the first time, I got this weird stereo rendering in my game view. Anyone have any idea how to fix this?
Here is the Official fix until the next release of gvr.
https://github.com/googlevr/gvr-unity-sdk/issues/451