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com.xrtk.oculus's Issues

OVR Plugins conflict

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

Multiple plugins with the same name 'ovrplugin' (found at 'Packages/com.oculus.unity-integration/Runtime/VR/Plugins/1.61.0/Win64/OVRPlugin.dll' and 'Packages/com.xrtk.oculus/Runtime/Plugins/1.61.0/Win64/OVRPlugin.dll'). That means one or more plugins are set to be compatible with Editor. Only one plugin at the time can be used by Editor.

To Reproduce

  1. Go to Open development branch of XRTK.Core XRTK/com.xrtk.core@3a54697

Expected behavior

No conflicting plugins

Actual behavior

Conflicting Plugins

Screenshots

image

Your Setup

Oculus Touch default configuration is not configured

Describe the bug

The default configuration profiles for the Oculus platform are broken, this is how the profiles appear in dev:
image

Yet, this is how they appear in a new project:
image

Somehow both the configuration and layout of the controller scene seem to be messed up in a brand new project.

To Reproduce

Steps to reproduce the behavior:

  1. Create a blank project
  2. Copy Core & SDK packages
  3. Allow Unity to import packages and configuration
  4. Copy the Oclulus package to the project
  5. Return to unity to import package
  6. when prompted to import Oculus configuration, click yes!
  7. Open the base scene
  8. Click on MRT GO, and navigate to the Oculus controller configuration in the inspector
  9. Open the Oculus Touch configuration (either hand)

Expected behavior

The state in development should replicate in a new project

Information(please complete the following information):

  • Version: 2019.1.14
  • Release or Commit sha: dev

Additional context

It's very curious why only the Touch configuration and layout are broken, yet the Go and Remote config & screens seem fine?

When a hand looses tracking, the hand stays locked in the scene until tracked again

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

When a hand looses tracking, the hand stays locked in the scene until tracked again

To Reproduce

  1. Create new XRTK project for Oculus
  2. Run in standalone (via link) or on device
  3. Show two hands in scene
  4. Hide one hand behind back
  5. See hand stuck in the scene

Expected behavior

Hand model should disappear when tracking is lost, same as controllers

Actual behavior

Hands remain until switching to controllers or hand tracking resumes

Update Oculus Plugin to v1.49

XRTK - Mixed Reality Toolkit Feature Request

Is your feature request related to a problem? Please describe

There is a new version of the Oculus plugin available which adds APIs to get dominant hand e.g.
XRTK should always look to get to the latest available and stable version as fast as possible.

NRE on Oculus Package Assets import complete

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

When importing Oculus Package assets a NRE is thrown once the import has finished.

NullReferenceException: Object reference not set to an instance of an object
XRTK.Editor.PackageInstaller.AddConfigurations (System.Collections.Generic.List`1[T] profiles) (at Library/PackageCache/[email protected]/Editor/PackageInstaller.cs:146)
XRTK.Editor.PackageInstaller+<>c__DisplayClass1_0.<TryInstallAssets>b__0 () (at Library/PackageCache/[email protected]/Editor/PackageInstaller.cs:125)
UnityEditor.EditorApplication.Internal_CallDelayFunctions () (at <a8e33794c0064f2aa201ade069162226>:0)

To Reproduce

  1. Install XRTK-Core via UPM
  2. Install XRTK-SDK via UPM
  3. Install XRTK-Oculus via UPM
  4. Import SDK Package assets via Mixed Reality Toolkit -> Packages -> Install XRTK.SDK Package Assets
  5. Confiture the scene via Mixed Reality Toolkit -> Configure...
  6. Import Oculus Package assets via MixedRealityToolkit -> Packages -> Install Oculus Package Assets

NRE is thrown and logged once step 6 has completed.

Expected behavior

No NRE thrown.

Actual behavior

NRE thrown.

Your Setup

  • Windows 10
  • Unity 2019.4.15f1
  • XRTK 0.2 preview

Oculus Touch Controller Action Mapping configuration missing/misconfigured

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

After creating a new project and importing the Oculus platform, the Input Action Mapping is missing / missconfigured

To Reproduce

  1. Create a new project
  2. Import XRTK
  3. Import WMR platform
  4. Configure XRTK scene
  5. See error

Expected behavior

Configuration should be mapped "out of the box"

Actual behavior

No input action mapping for Oculus Touch Left and Right controller.
Oculus Go and Remote, unaffected

Screenshots

image

Your Setup

  • Operation system [e.g. windows, macos, linux]
  • Unity Version [e.g. 2019.3.11f0]
  • XRTK Version [e.g. 0.2.0]
  • XRTK Commit SHA [e.g. 0b40524df4b67fd3bdf305185d5426213040b43f]

Additional context

OVRControllerGamepadMac could not be found

Describe the bug

I created a new blank project with latest xrtk packages installed.
Trying to build project console shows error:
Library/PackageCache/com.xrtk.oculus@3ae186b0f5bc2ddcd455bd18dacc3620338f7268/OculusApi.cs(78,20): error CS0246: The type or namespace name 'OVRControllerGamepadMac' could not be found (are you missing a using directive or an assembly reference?)

Removed and added all packages and installed Oculus Desktop/Android 1.38.1, still same error

Information(please complete the following information):

  • Version: 2019.1.10f1 MacOs

OculusControllerDataProvider spawns both controller always

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

The OculusControllerDataProvider always spawns both controllers, even if one of them is not even tracked / connected to the device.

To Reproduce

  1. Start Quest and only activate 1 controller, e.g the right one
  2. Start XRTK based app
  3. Left controller appears at the scene origin even if it isn't even connected to the device

Expected behavior

Only the controller that is actually being tracked or at least is connected to the device is being spawned.

Actual behavior

I just told you in "Describe the bug".

Restore GO support on Quest

XRTK - Mixed Reality Toolkit Feature Request

Is your feature request related to a problem? Please describe

Since the firmware updates on the Quest to default to run as an Oculus GO, XRTK doesn't run as default. Granted the developer can simply configure the manifest and run in Quest mode, but this doesn't sit with XRTK's "Open -> Configure -> Run" ethos.

How would you classify your suggestion

  • New platform support
  • Usability / Configuration

Describe the solution you'd like

When I build a new solution for the Quest, It should both:

  • Support the Oculus Go mode with controllers
  • Run without having to configure the manifest

Describe alternatives you've considered

Users have to manually force the Manifest update to get it to work.

Additional context

Oculus recently updated the firmware on the Quest to support Oculus Go apps. sadly they made this the default option for any title running on the quest.

Quest controllers are detected as Oculus Go controller on start

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

The Oculus quest defaults to only use an Oculus Go controller

To Reproduce

Create a project for Oculus using their native API (creating Oculus Native Controller Mappings) and run on a Quest

Expected behavior

Oculus Quest should support Oculus Touch controllers

Actual behavior

Oculus Go is detected

Your Setup (please complete the following information)

  • Unity Version 2019.1.4
  • XRTK Version 0.1.16+

Target Platform (please complete the following information)

  • Oculus Quest

Additional context

Linked to the following issue in the Native Oculus repo
#13

Also described on the Oculus forums here:
https://forums.oculusvr.com/developer/discussion/79152/project-issues-with-latest-firmware-integration-update#latest

This is a known Oculus platform issue introduced with API 1.39 with Oculus Quests updated to the latest firmware. Compounded by the fact that Unity packages take priority over plugins in the Unity project (where Oculus place it), causing older DLL's to be used over newer versions.

Oculus Camera Provider needs a default configuration with quality level set to medium

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

Currently, the default configuration for Oculus does not deploy a configuration profile for the Camera provider. This results in the user of the Default configuration supplied by the SDK.

However, Due to the current wireframe shader implementation, the Quest cannot run at the default "Ultra" quality setting that is defined by the Default camera configuration. Thus, Oculus needs it's own default configuration setting the quality level to "Medium"

To Reproduce

  1. Create a project for Android to target the Oculus Quest
  2. Build and try to deploy the project to Quest
  3. Boom

Expected behavior

Deployable builds for Android

Actual behavior

Boom

Your Setup

  • Operation system - Android
  • Unity Version 2019.4
  • XRTK Version 0.2-preview

Additional context

Known issue with the Wireframe shader, situation to also be reviewed once we move to URP,

Height difference between Standalone and Native Quest for Oculus platform

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

If you create an Oculus only configuration with Oculus Camera and Oculus Controllers, there is a significant height difference between running on Standalone (aka, Oculus Link/Rift) and running natively on the Quest.

  • Standalone Camera height = 2.7m
  • Quest Camera height = 1.6m

To Reproduce

  1. Create a new project
  2. Configure for Oculus
  3. Add script to display Camera Height in scene
  4. Run in Standalone via Oculus link using Oculus app
  5. Switch to Android and build for quest
  6. Observe the height differences

Expected behavior

Camera height should remain static across platforms

Actual behavior

User is on stilts on some platforms

Your Setup

  • Operation system Windows
  • Unity Version 2019.4.16
  • XRTK Version 0.2.0

IndexOutOfRangeException after importing XRTK.Oculus module via UPM

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

The following exception occurs at step 3 of the Testplan provided below when importing the Oculus module via UPM:

IndexOutOfRangeException: Index was outside the bounds of the array.
XRTK.Editor.PackageInstaller.AddConfigurations (System.Collections.Generic.List`1[T] profiles) (at Library/PackageCache/[email protected]/Editor/PackageInstaller.cs:142)
XRTK.Editor.PackageInstaller+<>c__DisplayClass1_0.<TryInstallAssets>b__0 () (at Library/PackageCache/[email protected]/Editor/PackageInstaller.cs:125)
UnityEditor.EditorApplication.Internal_CallDelayFunctions () (at C:/buildslave/unity/build/Editor/Mono/EditorApplication.cs:209)

How to reproduce

Follow Testplan https://github.com/XRTK/XRTK-Core/blob/development/articles/testplans/TP-01_Import-XRTK.Oculus-Without-XRTK.SDK.md

the error will happen at step 3.

Plugin OVRPlugin.dll is used from several locations

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

Upon targeting Windows Universal and trying to build I get the following error:

Plugin 'OVRPlugin.dll' is used from several locations:
 Packages/com.xrtk.oculus/Plugins/1.42.0/Win/OVRPlugin.dll would be copied to <PluginPath>/OVRPlugin.dll
 Packages/com.xrtk.oculus/Plugins/1.42.0/Win64/OVRPlugin.dll would be copied to <PluginPath>/OVRPlugin.dll
Please fix plugin settings and try again.

As the error message suggests the issue can be solved by fixing the plugin settings for the OVRPlugin DLLs to exclude WSAPlayer when building.

Your Setup (please complete the following information)

  • Unity 2019.3.0f3
  • Development Branch

Target Platform (please complete the following information)

  • WMR / WinUniversal

Quest controllers are detected as Oculus Go controller on start

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

The Oculus quest defaults to only use an Oculus Go controller

To Reproduce

Create a project for Oculus using their native API (creating Oculus Native Controller Mappings) and run on a Quest

Expected behavior

Oculus Quest should support Oculus Touch controllers

Actual behavior

Oculus Go is detected

Your Setup (please complete the following information)

  • Unity Version 2019.1.4
  • XRTK Version 0.1.16+

Target Platform (please complete the following information)

  • Oculus Quest

Additional context

Also described on the Oculus forums here:
https://forums.oculusvr.com/developer/discussion/79152/project-issues-with-latest-firmware-integration-update#latest

This is a known Oculus platform issue introduced with API 1.39 with Oculus Quests updated to the latest firmware. Compounded by the fact that Unity packages take priority over plugins in the Unity project (where Oculus place it), causing older DLL's to be used over newer versions.

OculusManifestPreprocessor creates broken AndroidManifest for Quest

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

The OculusManifestPreprocessor generated a broken AndroidManifest.xml when used via MRT -> Tools -> Oculus -> Create Ouclus Quest compatible AndroidManifest.xml

It generates a manifest with a duplicate entry for hand tracking:

<manifest xmlns:android="http://schemas.android.com/apk/res/android"
    android:installLocation="auto">
  <uses-feature android:name="oculus.software.handtracking" android:version="1" android:required="true" /><!-- Request the headset DoF mode -->
  <uses-feature android:name="oculus.software.handtracking" android:required="false" /><uses-permission android:name="com.oculus.permission.HAND_TRACKING" /><!-- Request the headset handtracking mode -->
  <application...

Note how there is two lines with the same content except one says android:required="true" and the other one android:required="false".

To Reproduce

Remove any existing AndroidManifest.xml and regenerate it using the manifest menu item.

Expected behavior

The hand tracking entry is only added once.

Actual behavior

The hand tracking entry is added twice.

OVRPlugin error reported in a new project (get_eye_Height)

Describe the bug

In a new project using the Oculus package, an error is reported in the console, likely due to the absence of a running Oculus platform on a PC

To Reproduce

Steps to reproduce the behavior:

  1. Create a new Unity Project
  2. Import the XRTK, SDK and Oculus Packages
  3. Configure the Scene (Mixed Reality Toolkit -> Configure)
  4. See error in console

Expected behavior

Error Free

Actual behaviour

The following error is reported in the console

OVRPlugin
  at (wrapper managed-to-native) XRTK.Oculus.OculusApi.ovrp_GetUserEyeHeight()
  at XRTK.Oculus.OculusApi.get_EyeHeight () [0x00001] in C:\LocalDevelopment\XRTKTesting\XRTK-Release27-Testing\Library\PackageCache\[email protected]\OculusApi.cs:126 
  at XRTK.Oculus.Controllers.OculusControllerDataProvider.Initialize () [0x00015] in C:\LocalDevelopment\XRTKTesting\XRTK-Release27-Testing\Library\PackageCache\[email protected]\Controllers\OculusControllerDataProvider.cs:46 
  at XRTK.Services.MixedRealityToolkit.InitializeAllServices () [0x00095] in C:\LocalDevelopment\XRTKTesting\XRTK-Release27-Testing\Library\PackageCache\[email protected]\Services\MixedRealityToolkit.cs:1160 
UnityEngine.Debug:LogError(Object)
XRTK.Services.MixedRealityToolkit:InitializeAllServices() (at Library/PackageCache/[email protected]/Services/MixedRealityToolkit.cs:1164)
XRTK.Services.MixedRealityToolkit:InitializeServiceLocator() (at Library/PackageCache/[email protected]/Services/MixedRealityToolkit.cs:572)
XRTK.Services.MixedRealityToolkit:ResetConfiguration(MixedRealityToolkitConfigurationProfile) (at Library/PackageCache/[email protected]/Services/MixedRealityToolkit.cs:123)
XRTK.Inspectors.MixedRealityToolkitInspector:<OnInspectorGUI>b__4_1() (at Library/PackageCache/[email protected]/Inspectors/MixedRealityToolkitInspector.cs:103)
UnityEditor.EditorApplication:Internal_CallDelayFunctions()

Information(please complete the following information):

  • Version: XRTK 0.1.27, Oculus 0.1.9
  • Latest Release

Additional context

Identified a while ago by @StephenHodgson but seems the issue is still not resolved.

Android / Oculus Quest build requests access to documents and media

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

Building an Android / Quest application and running it on device started requesting access to documents and media on the device by default. This should not be the default behavior, since not every application requires this permission.

To Reproduce

Build an XRTK Android or Quest build.

Expected behavior

No prompt for access to device storage appears.

Actual behavior

A prompt for access to device storage appears.

Oculus controllers or hands not working in editor from a UPM build

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

Oculus controllers or hands are not recognised in a UPM project from the editor.
THankfully, on device/android works fine

To Reproduce

Create a new UPM project for Oculus, run in editor.

  1. Create new project
  2. Install unity xr and register oculus
  3. Install xrtk sdk upm
  4. Configure scene using "configure"
  5. Install xrtk oculus upm
  6. Start oculus link and connec quest
  7. Run in standalone from editor

Expected behavior

Controllers

Actual behavior

None

Your Setup

  • Operation system Windows 10
  • Unity Version 2019.4.16
  • XRTK Version 0.2.0 Preview 171

Packages with ovr plugins cause conflicts

XRTK - Mixed Reality Toolkit Bug Report

Describe the bug

When using packages that have OVRplugins there can be guid conflicts.

Expected behavior

Package should play well with others

Actual behavior

Package does not play well with others

Screenshots

image

Your Setup

  • Operation System:
    • Windows
    • MacOs
    • Linux
  • Unity Version: 2019.4.19f
  • XRTK Packages
    • com.xrtk.core 0.3.0-preview.15
    • com.xrtk.sdk 0.2.7
    • com.xrtk.oculus 0.3.0-preview.1

Update Oculus integration to 15.1

XRTK - Mixed Reality Toolkit Feature Request

Is your feature request related to a problem? Please describe

Oculus just updated their API/Unity asset to a .1 release. Would not usually trigger the need to update the API, however, the major note of this release is they added Oculus Quest 2 support.

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