Unity : How to test Oculus OVRinput through the editor? Workflow question - unity3d

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.

Related

Unity Oculus Integration tool custom hands don't work

In my project I need to show hands instead of controllers. I have followed this video step-by-step, and everything seemed to go smoothly.
However, when I run the project the buttons on the controllers do nothing (except the side-button the slightly closes the fingers), I can't control the fingers in the hands.
I have an Oculus Rift S headset, and the controllers work fine in other applications and games.
I am unable to figure out what causes this behaviour, I didn't change anything in the code and used the provided prefabs and scripts from the Oculus Integration SDK. I re-watched the video many times to make sure I didn't miss anything.

Unity Oculus: Controllers disappear when the HMD is unmounted and then mounted in the Windows build

I develop a game of VR(Oculus Quest 2) in Unity.
In the Windows standalone build, the controller and hand tracking do not work if the HMD is unmounted and then mounted.
The detailed situation is as follows.
When I put on the HMD and start the game, I don't have any problems at first; it plays fine until I remove the HMD.
If you remove the HMD during a game, wait a moment, and then put it back on, the controller and hand tracking will not function.
With the HMD removed, a slight movement of the mouse on the PC will restore the controller and hand tracking.
At this time, the camera position becomes (0, 0, 0) on the PC screen and stops tracking the HMD position.
The above problem does not occur in APK builds.
This does not occur when I press the play button in the Unity editor and check on the actual device using Oculus Link.
Versions
Oculus application: 38.0
Oculus Quest2: 38.0
Unity: 2021.2.7f1
Oculus Integration: 38.0
MRTK: 2.7.3
I do not see the key to solution at all and would appreciate your listing it if it is what, or it may seem to be revealed as it is enough even for seeming to become the hint.
I was having the same problem and after a night spent on this, I found a solution. There are many bugs in Oculus Integration package. So instead, in:
Project Settings > XR Plugin In Management do not use Oculus, use OpenXR instead.
Caveat: If you use default XR rig, by default the controllers will not be tracked, but it's easily fixed. In Project Settings > XR Plugin In Management>OpenXR under Interaction Profiles add a Oculus Touch Controller profile.
Background: not only OpenXR solves this bug but a range other bugs that I found with Oculus package. Using Oculus, there were always problems (using PCVR via Oculus Link) of correctly detecting the headset taken on/off. OpenXR does everything perfectly and consistently. Also provides a range of ways (via OpenXRFeatures) on how to track session state (ie headset taken off/ tracking lost / regained...)... None of it available via Oculus (that work consistently, that is). Via Oculus there was not even a consistent way to detect user presence, again because the app is getting wrong inputs from Quest via Oculus. Hope this help.

Can SteamVR 2.2 be used to develop an app for Oculus Quest in Unity3D?

I am developing an app for Oculus Quest, but want to use the SteamVR 2.2 Input System instead of the Oculus OVR. More specifically, I want to use the SteamVR hands and SteamVR_Skeleton_Poser.
I tried just using the Interaction Example sample scene, but my hands are flickering all over the place! If I switch the renderModelprefab to the hand prefab on the "Hand" component, it stops the flickering, but then I get the errors of not having the renderModel class.
My Quest also only shows a blank screen when I build and run the sample!?
Is there a way to get SteamVR working for Oculus Quest?
If you want to deploy natively for oculus quest(android), this will not work. You can have your app running on a PC and streamrender to oculus quest while using steamvr.

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.

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