when exporting a demo project (sphere + ovr controller and avatar) to oculus quest, instead of oculus quest controllers, the scene insists to show me the oculus go controller.
I use unity 2018.3.14 and 2019.1.9 oculus integration v1.35 and 1.38.
windows 10.
in oculus rift, the whole scene works perfectly
among the issues this causes
1. controller movement is very limited
2. only 1 hand is shown at a time
2. trigger does not execute the scripts attached to the event.
I followed the proper configuration of oculus scene shown here
https://www.youtube.com/watch?v=qiJpjnzW-mw&t=1s
in OVRCameraRig -> target devices i tried all options (quest, gear+go and both) but generally made sure its on quest
https://www.dropbox.com/s/chbhpvz5u5fv9b2/oculus%20state.PNG?dl=0
(is there another place where the controller should be set?)
I made sure the right controller is chosen in the models prefab
https://www.dropbox.com/s/ejof63acjlb491z/oculus%20prefabs.PNG?dl=0
I tried to update the integration to v1.39 (only got worse, both controllers became invisible but from the oculus forum that's another problem).
I tried different unity versions.
I tried to factory reset the device.
I tested beat sable to be certain that on other apps the controllers work just fine.
have anyone encountered a similar issue?
I had same issue but resolved by following steps.
In Unity menu, Click: Oculus > Tools > Remove AndroidManifest.xlm
In Unity menu, Click: Oculus > Tools > Create store-compatible AndroidManifest.xlm
In Unity Window, Open: Assets > Plugins > Android > AndroidManifest.xlm.
Make sure AndroidManifest.xlm has
category android:name="android.intent.category.LAUNCHER"
but not
category android:name="android.intent.category.INFO".
Try Build and Run.
Good Luck.
Related
I am working in unity on creating a application for the the Quest VR system. (Quest2) and added the Oculus Integration Package to my project. (While following an online course)
When I try and use any of the custom hands provided in the package, or run any of the example scenes that use them, the finger movements follow my controller grip presses (hand trigger) perfectly making a semi fist with the bottom 3 fingers, but the index trigger presses do not seem to cause any animation. Neither does a thumb press.
I have added a crude Log to show the triggers are being picked up by the system, but the animation is not showing.
What makes this very vexing as I shared my project with the course provider I was following and it worked perfectly for him.
So the problem is on my system somewhere..
Implementing the same from scratch using the XRInteraction toolkit system works perfectly btw. But the Oculus provided system does not.
If anyone has any ideas on where to even begin looking for the problem I would appreciate it greatly.
Happy to share system details but not even sure which details would be relevant :)
I was testing the build settings for my project that got a Main UI canvas which is displaying some objects, and when the mouse is on the current object, a copy of it is instantiated in an above canvas (well in the editor it's under the other canvases, so in real view it's above all), with a layer above all other like this:
zoomCard = Instantiate(gameObject, new Vector2(980, 750), Quaternion.identity);
zoomCard.transform.SetParent(ZCanvas.transform, false);
zoomCard.layer = LayerMask.NameToLayer("Zoom");
//adds a zoom
RectTransform rect = zoomCard.GetComponent<RectTransform>();
rect.sizeDelta = new Vector2(260, 399);
So in game View everything works fine.
But as soon as I build it in html5, the zoomed card never shows. I tried with safari, Chrome, and Firefox, same thing.
So I tried to build it in Mac executable too : same thing.
How can I possibly debug this? As on my game view render I have no problem.
So I've found in other posts that, when unity crashes or when you update your project into a new version (my case).
Unity does not import some shaders for some given classes with no reason.
The workaround that worked for me was this one:
Browse to the folder/directory of your project.
Delete the Project Settings Folder.
You'll need to re import the scenes in your build, and evertything will work as it should
After update 5.6.1f my WebGL build can't load scene correctly.
Develop build and DebugSumbols activated - same result. No errors, no warnings.
Always was load empty scene, but with NotDestroyOnLoad objects after prevois scene.
Same problem, but no answer.
https://forum.unity3d.com/threads/black-screen-when-changing-scene-in-webgl-using-unity-5-6.473367/
When creating the build for Android we used the option "Split Application Binary" at the Player settings. Of course this setting is stored in the project. It just happens to be the setting that makes scene switching in WebGL impossible! After some hard work in stripping down our project it occurs that this is the only setting that causes the bug. I really don't know why an Android setting ends up having a major impact on a WebGL build. Something Unity should investigate!
(using Unity 5.6.1f1)
https://forum.unity3d.com/threads/black-screen-when-changing-scene-in-webgl-using-unity-5-6.473367/
One of my team members just cloned my unity project which was working fine on my pc(unity 5.5) where as it is displaying "Display 1 no cameras rendering" error in the scene on my teammate's pc(unity 5.4).
We are using a git repository and this is the first time we have encountered this problem.
Another thing we just noticed is that there are place holders for all the objects that were part of hierarchy(on my system). For some reason there names are not getting displayed, but when when you select the area, something seems to be selected.
Can someone please help us solve the issue.
One of my team members just cloned my unity project which was working
fine on my pc(unity 5.5) where as it is displaying "Display 1 no
cameras rendering" error in the scene on my teammate's pc(unity
5.4)
Take a moment and look at the words in bold. You can't do that.
You shouldn't try to open a Unity project made with higher Unity version with lower Unity version. This applies to most software too. What's happening is that Unity added new feature and changed some of Unity's binary saved data in Unity 5.5 that Unity 5.4 doesn't have.
When you load a project from Unity 5.5 in Unity 5.4, it won't be able to understand those new features leading to weird behavior such as the one he's having.
Your teammate will have to update to Unity 5.5 in order to load the Project made with Unity 5.5.
I just had this same issue with "Display 1 no cameras rendering".
After a quick look around the interface, I clicked on my main camera and in the Camera area of the Inspector panel, I saw that my Target Display was set to "Display 4". Not sure how it got there, but changing that back to "Display 1" fixed the problem for me.
If you code and setting don't have other error,I guess you right-click on the gamewindow
Just the Game,cancel the warn if----
OK,just it.
Sorry,My English is not good enough.
I has the same issue , undoing all the steps until the last correct function , i found i erase the main camera without take care.
I am working on a simple AR project using Unity and ARToolkit. For testing purposes, I have created a test project to track the image and create a simple 3d sphere and it is working perfectly when I play it from inside the Unity editor. The problem is that when I create the build .exe of the project, the application does not augment the 3D model of the marker when I put the marker in front of Camera (it should work as it is working when playing from inside the editor). It is also showing two errors as I build the project. Note that I have included the .dll files in the folder where .exe file is located.
Also I see that after building the project, the UID of the marker disappears as well as it is showing perfectly when played from inside the Unity Editor.
Kindly guide me in this matter as I have to submit this project to the university final year project. ThankYou
several things on this:
the disappearing of the marker ID during the build of the APP is normal and does not affect your result
Please check if you have selected the correct scene when building your APP:
Build view
select the "Add open scenes" button and tick the scene(s) you would like to include in your APP.
(It happens quite often that the wrong scene is picked)
Also ensure that you are copying the correct versions of the dlls (32bit vs. 64bit) but if you copied the ones from the [appname]_data/Plugins directory you should be fine.
Let me know if that works for you.