I am currently working on SteamVR External Camera for the third controller, supporting Mixed Reality in my project for HTC Vive.
But I have a trouble with the Quadratic view, it shows only the HMD:
When I select the camera in the child of third controller, It gives this error :
My hunch for this problem is because the Graphics.drawTexture() in the script, but I don't know the solution for it. I have searched this problem at Unity Forum but no answer there...
Any help will be appreciated.
Notes :
Unity v5.6.1f1
SteamVR v1.2.1
Related
In my current project, I am using the Oculus Integration package to interface my app with my Oculus Rift S headset and Unity 2021.3.6f1 URP.
While working on the project I played with the camera settings to get better visuals, and noticed that the field of view attribute always goes back to 90 (even when I set it at run time).
I went over the scripts that were imported from the Oculus package, mainly the following ones (since those are the ones used in the project): OVRCameraRig, OVRManager, OVRHeadsetEmulator.
But wasn't able to find anywhere in the code what is the cause. I even tried searching through all the scripts (using my IDE) for any piece of code that changes the fieldOfView property, and found some scripts but none of them is used in the project, and commenting those lines made no difference…
So, my question is why can't I change my camera's field of view? What caused it to constantly be set to 90?
Its a bad idea to change the default FOV on a VR camera - its meant to match the actual FOV of the headset and most users will experience heavy nausea if you change it more than a few degrees from the correct value. If you want to experience just how bad this feels, place a quad in front of the main camera, with unlit textured material with a texture written to from another camera (with a different fov). This simple solution will not give you stereoscopy, but should be enough to experience just how bad of and idea this is
I have been following Justin P Barnett's Unity VR tutorial using an Oculus Quest 2 (https://www.youtube.com/watch?v=yxMzAw2Sg5w) and have reached timestamp 14:32. Although I can move the headset around and view my world, I am unable to control the red lines that should be raycasting from my controllers (as it appears in the video). The lines are instead just coming straight out of the floor. How can I fix this? Thanks so much for your help!
just begin to code/work on unity.
No big trouble to set some camera move or launch animation on standalone plateform.
But when I try Oculus go ... I want to get the same "on click' I've got on standalone plateform. Ideally I would make a gaze pointer timed, which avoid joystick.
First : Do you know how to display what you see on the Oculus on unity (https://www.youtube.com/watch?v=TektJroMwxY at 9:40 for example) ?
And then How could I simply implement a gaze pointer click ? I try the Oculus unity integration (https://developer.oculus.com/downloads/package/unity-integration/) UI scene but there is too many code to understand quickly everything.
Many thanks for your help,
Axel
First of all:
Interesting stuff is not quickly to learn
Anyway, you need to know that Oculus gaze point do not work as the typical mouse-click. You need to raycast from your camera to stuff (with attached colliders or build some system) to know if you are clicking on it.
Watch deeply on VrInteractiveItem class, as it's how oculus mainly works.
I'm wondering if there is a way to hide the Vive Controller models in SteamVR Lobby.
I'm building an VR overlay app. Which means I have a unity3D project which can access SteamVR and OpenVR APIs etc. Is there something I can do when that project starts to auto-hide my controller models?
So far I have tried using OpenVR.System.CaptureInputFocus() and OpenVR.RenderModels.FreeRenderModel( RenderModel_t *pRenderModel ) to no success.
Has anyone achieved this, know of any VR app that achieves this, or if it is even possible?
Many Thanks,
Liam
I have a project with unity augmented reality integreated, and also I'm using CardIO SDK. Problem comes when trying to scan a card, the CardIO screen appears but when the camera is about to open it crashes. My guess is that since I have unity running when the app is started, the camera is already opened but not shown (unity view is not shown in the main window), so I'm thinking that turning off the camera that unity is using will solve this issue. How can I turn off and turn on camera manually?
Has someone faced this issue? Please help!