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Questions tagged [oculus]

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1 vote
1 answer
860 views

I am trying to enable Developer Mode on my Meta Quest 3 and am running into a problem while following 2 different official developer docs: Setup Development Environment & Headset doc; and Enable ...
hotmeatballsoup's user avatar
0 votes
1 answer
657 views

I have recently run into errors when building my Unity VR app for the Meta Quest 2 - and I wanted to check my understanding of something - from everything I've found it sounds like there is a max file ...
user3046771's user avatar
0 votes
0 answers
82 views

I am creating a scene in Unity using the Oculus SDK and XR Plugin. My scene works well in the Quest 2 including 2 VFX I have added and sound effects. I am following a LinkedIn course about VR UI - and ...
user3046771's user avatar
0 votes
0 answers
37 views

Starting with the fact that my background is non-technical, I have used a keystore with my Unity game build that is for Oculus, Rift, etc. Now I want to verify the authenticity of incoming client ...
SKB_BGPL's user avatar
2 votes
0 answers
137 views

I'm making a game in which players will need to interact with several types of controls (switches, knobs, etc.) in various different ways. For part of the tutorial, I want to show them how to interact ...
Cipherix's user avatar
1 vote
1 answer
331 views

I wanted to make build of a project using custom shader for TextMeshPro text assets. It renders nicely on PC but It gives me block instead when build for the meta Quest 2. For me it looks like it ...
Felox's user avatar
  • 77
1 vote
0 answers
77 views

I am creating my first Unity project which is a 𝐕𝐑 𝐬𝐢𝐦𝐮𝐥𝐚𝐭𝐢𝐨𝐧, and I am struggling with a particular issue. I need to create 𝐚 𝐜𝐨𝐦𝐩𝐥𝐢𝐜𝐚𝐭𝐞𝐝 𝐦𝐞𝐬𝐡 𝐜𝐮𝐭 𝐟𝐞𝐚𝐭𝐮𝐫𝐞 that ...
Saif Eddine Layouni's user avatar
0 votes
1 answer
1k views

I am setting up my project with XR Interaction toolkit. As usual, there are two red rays from the controllers after the set up as shown below. However, I want the rays to appear exactly as it is in ...
Craving_gold's user avatar
1 vote
1 answer
293 views

I was tasked with creating a demo for something involving VR. They want people to use the VR headset, but they also want to visualize some of the calculations that go on behind the scene to the ...
user1999728's user avatar
0 votes
1 answer
336 views

I am trying to figure out how to allow my players to put in a code to join a group room using photon. Unity seems to suggest using a graphics raycaster but in most sample code it uses mouse input for ...
Doug Ray's user avatar
  • 143
1 vote
0 answers
2k views

I am using the XR Interaction Manager in Unity VR. The player can hold objects when pressing the trigger button of the hands (the interactable object has the component XR Grab Interactable). I want to ...
UserUser's user avatar
  • 171
0 votes
1 answer
158 views

I created "rotate.cs" & attached it to a prefab which gets instantiated during play mode. The gameobject which spawns is supposed to rotate constantly. For some reason, it rotates only ...
ahiyantra's user avatar
0 votes
1 answer
154 views

I have a scene that looks fine in the editor and even if I am connected via Oculus link and am running the game the plane interior comes out fine. However when I push a build through adb or app lab I ...
Doug Ray's user avatar
  • 143
0 votes
1 answer
306 views

I'm trying to recreate the "attach socket" (XRSocketInteractor) from Unity's XR Interaction Toolkit. Has anyone had any success? I've read through the documentation but can't come up with a ...
Richard Muthwill's user avatar
1 vote
1 answer
3k views

How can I disable casting, video recording (video capture), and taking photos (screenshots) when developing an Oculus/Meta Quest game. Answering my own question after spending hours googling.
Sean Bannister's user avatar

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