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Official XR Plugins and Subsystems

Discussion in 'AR/VR (XR) Discussion' started by matthewr_unity, Jun 12, 2019.

  1. gsurla

    gsurla

    Joined:
    Sep 10, 2014
    Posts:
    9
    Unsure if this is the correct thread. If it isn't please redirect me to the proper one. I've started reworking my VR interaction system to use the new XR plugins and I'm having some issues with Oculus. I'm trying to poll Unity.XR.Oculus.OculusUsages.IndexTouch via Input Device.TryGetFeatureValue() to no avail. I'm able to successfully get proper values for ThumbTouch. Is anyone else having issues with this?

    I'm on 2019.3.9f1 using Oculus XR Plugin version 1.3.3
     
    colinleet likes this.
  2. a436t4ataf

    a436t4ataf

    Joined:
    May 19, 2013
    Posts:
    1,890
    I reported this in the main thread, I think, but ... it seems that some of the "touch" features for OculusTouch aren't implemented.

    I get success on the thumbstick, on the top buttons. But XR fails completely on the grip/trigger (off the top of my head: the trigger has a touch sensor, it's used in the first-user experience when you plug in a Quest. I'm not sure if the grip has a sensor too?)

    I haven't logged a bug against it yet. I'll do that this weekend (if someone doesn't do it before me :))
     
  3. Freaking-Pingo

    Freaking-Pingo

    Joined:
    Aug 1, 2012
    Posts:
    310
    I have tried to upgrade an existing project from using OpenVR to using XR Plugin management. I don't intend on keep using OpenVR so it is fine if that does not work. However, after importing the plugin and importing the Oculus plug-in, when entering playmode I get."DllNotFoundException: OculusXRPlugin".

    I have double checked and there is a dll named OculusXRPlugin in the package "Oculus XR Plugin". I have tried various combinations of removing/re-adding the plugins but without luck:

    upload_2020-4-15_11-18-40.png
     
  4. lz7cjc

    lz7cjc

    Joined:
    Sep 10, 2019
    Posts:
    522
    Hi
    I have a Google Cardboard app and am being prompted to switch to the XRManager. I installed it and only saw an option for Oculus. How do I set up for Cardboard? I assume the legacy option won't be removed until the new XR Manager works for Cardboard at least as well?
    thanks
     
    arfish likes this.
  5. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    566
    Someone needs to step up and write a new XR manager plugin for Cardboard. Google have open sourced it and washed their hands of it and it's not high on Unity's list of priorities.
     
    arfish likes this.
  6. lz7cjc

    lz7cjc

    Joined:
    Sep 10, 2019
    Posts:
    522
    ok so this isn't user error? I am pretty new to Unity so never know when it is my ignorance. But now it also looks like i can't publish my app for iPhones due to this issue as well.

    I have spent the last 5 months learning Unity and c# from scratch so it is pretty frustrating that this is now an issue just when i am ready to go.

    I am about to embark on a study with University College London around the app i have built and as I said I have no problem with using the legacy system but please can someone from Unity confirm this will continue to work until there is a viable alternative.

    thanks
     
  7. JamesWjRose

    JamesWjRose

    Joined:
    Apr 13, 2017
    Posts:
    669
    Ok, I know my machine isn't the best, at 3 years old, however it's taken a total of 3.5+ hours and the installation of the "XR Plug-In Management" is stuck with a dialog stating; Title = Importing (iteration 2), Percent bar seems to be at 100%, Body: "XRXRGeneratSettings.asset"

    After the first two hours I used Task Manager to kill Unity (because, COME ON? TWO HOURS?!) Rebooted my machine, opened the project, got an error about this asset, hit "Continue" and the process started up at this step with the aforementioned dialog.

    EDIT: Task Manager shows fuctuating CPU usage, anywhere from 5% to 15%. Memory usage barely changes, approx 1mb or so a minute.

    So... any clues what I should do?

    Hope everyone is staying healthy.

    ----------------------------------

    EDIT 2 - Day 2: I did not "solve" this, so much as I let it run for hours, ended Unity via Task Manager, again, and then went to bed. Today the project loaded without issue. I don't know if this will help someone else....
     
    Last edited: Apr 18, 2020
  8. RupeOxVR

    RupeOxVR

    Joined:
    Jul 18, 2018
    Posts:
    7
    Hi, I've run into something while trying to follow the configuration steps in the Manual (here https://docs.unity3d.com/Manual/XRPluginArchitecture.html )

    I have installed XR Plugin Management and then Oculus. But according to that page I should be seeing "Input Helpers" and "XR Tracking" options listed under "XR Plugin Management" in the left panel of "Project Settings".

    I'm not. Can anyone tell me what I'm missing here? (I'm using 2019.3.8f1)

    XRPluginMissingOptions.png
     
  9. a436t4ataf

    a436t4ataf

    Joined:
    May 19, 2013
    Posts:
    1,890
    That's because they just changed it all last week, you've got the new interface
     
  10. goddestroyer

    goddestroyer

    Joined:
    Jan 11, 2017
    Posts:
    12
    I have this issue as well using 2019.3.10f1 directly following documentation as of tonight. documentation does not match UI.

    additionally, when following the documentation step by step in a brand new project in 2019.3.10f1 as soon as the oculus integration is imported from the asset store I now have a compiler error:

    Assets\Oculus\VR\Scripts\OVRManager.cs(1359,16): error CS0246: The type or namespace name 'XRDisplaySubsystem' could not be found (are you missing a using directive or an assembly reference?)

    Assets\Oculus\VR\Scripts\OVRManager.cs(1370,16): error CS0246: The type or namespace name 'XRDisplaySubsystemDescriptor' could not be found (are you missing a using directive or an assembly reference?)
     
  11. stychu

    stychu

    Joined:
    May 9, 2016
    Posts:
    62

    Having the same on a brand new project right now. Did you fix it?
     
    viciousesque likes this.
  12. jj-unity

    jj-unity

    Unity Technologies

    Joined:
    Jan 4, 2017
    Posts:
    69
    I'm guessing that restarting the editor did not clear up the DllNotFoundException issue?
     
    viciousesque likes this.
  13. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
    Hi @RupeOxVR, the page is now updated with the latest steps.
     
    viciousesque likes this.
  14. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
    For those who are keeping tabs on updates in this thread, I posted a few announcements here, including latest status on OpenVR.
     
  15. viciousesque

    viciousesque

    Joined:
    Oct 4, 2014
    Posts:
    34
    Hi! I'm having the same issue. I've begun new projects on both Mac and PC under 2019.3.11, stepped through the process of importing the latest XR Management plug-in via Package Manager, and successfully setting up Oculus Loaders in the XR Management tab of Project Settings. But as soon as I Play after these steps I get the DllNotFoundException: OculusXRPlugin error. Multiple install/uninstalls and system restarts.

    The person I'm working with is having no problem setting up XR Management as well as the XR Interaction Toolkit package. My partner's machine is building to the Rift and my machines are set-up for building to the Go.

    Help!
     
    Last edited: May 3, 2020
  16. rinkymehra

    rinkymehra

    Joined:
    Mar 20, 2020
    Posts:
    4
    Last edited: May 8, 2020
    a436t4ataf likes this.
  17. MaskedMouse

    MaskedMouse

    Joined:
    Jul 8, 2014
    Posts:
    1,064
    The
    XR.InputDevices
    API works quite well, but we seem to have issues getting the battery level of the controller & headset on the Oculus GO.

    This was possible with the Oculus SDK and we're trying to migrate to the new XR Tech Stack but since the
    if (device.TryGetFeatureValue(CommonUsages.batteryLevel, out var level))
    doesn't seem to work due to the fact that the
    FeatureUsage
    is not implemented, we cannot successfully migrate just yet.

    My boss gave a strict rule that all current features are required to work in the new API. Which sadly means checking battery levels as well.

    Will this be implemented anytime soon?
     
    Last edited: May 5, 2020
    a436t4ataf likes this.
  18. lz7cjc

    lz7cjc

    Joined:
    Sep 10, 2019
    Posts:
    522
    thanks - to be clear, does this change anything relating to building for Google Cardboard? It looks like it is for augmented reality only?
     
  19. viciousesque

    viciousesque

    Joined:
    Oct 4, 2014
    Posts:
    34
    To close the loop on this, it wound up being a version issue. Once both my work partner and I synced on to the same Unity version (2019.3.5f) everything was good.

    Also, speaking as someone who has been doing Oculus development since DK1, XR plugin system and XR Toolkit are the best thing to happen to VR since Palmer Lucky went on permanent vacation.
     
  20. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
    Hi @rinkymehra, yes you can access our XR SDK headers, documentation, samples, and test suites by signing up here.
     
    a436t4ataf likes this.
  21. mfuad

    mfuad

    Unity Technologies

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    Jun 12, 2018
    Posts:
    334
    Hi @lz7cjc, the Project Settings window will display (by default) the AR/VR platforms that Unity officially supports. In addition, any 3rd-party that uses our XR SDK to develop their own Unity XR plug-in will show up in the UI once a user has downloaded the plug-in and added it to their project.

    At this time, the Cardboard Open Source XR Plugin for Unity is still being developed by Google and has not been released yet. You can stay updated through the Google VR developer site and their Github page.
     
  22. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
    Hi @viciousesque, glad to hear you figured it out. Recommend upgrading to Unity 2019.3.12f with XR Plug-in Management 3.2.10 as that is now a verified package.

    And thanks for the compliments! We have more in store to improve AR/VR project onboarding and configuration, so stay tuned!
     
  23. Enhancer

    Enhancer

    Joined:
    Oct 11, 2014
    Posts:
    6
    Hi,
    I'm building our game project with unity 2019.3.9f1
    InputSystem 1.0.0
    Oculus XR Plugin 1.3.3
    XR Legacy Input Helpers 2.1.4
    XR Plugin Management 3.2.10

    And trying to pass Oculus VRC Validator before submission to Oculus Store, but what ever I do, the test TestSubmitFramesWhenNotVisible always fails. I have tried to test an empty project with the setup above, with turned off cameras, etc, but it fails too.

    upload_2020-5-9_11-56-39.png

    Does anybody have an example how to pass VRC Validator using new XR Plugin Management and Oculus XR Plugin?
    Is that possible at all with such configuration?
     
  24. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    566
    Curious about the gatekeeping here. Is there a fee involved? What criteria do you use to decide whether to accept an application?
     
  25. mfuad

    mfuad

    Unity Technologies

    Joined:
    Jun 12, 2018
    Posts:
    334
    Hey @andybak, we do not charge any fee to access our XR SDK and once a form has been filled out, you will be taken directly to a page that includes material for download. There is no additional gatekeeping where we accept / reject applications.

    Again, our goal is focused on enabling the entire ecosystem by providing access to our engine-level optimizations where developers can benefit from more performant plug-ins developed & maintained by 3rd-party AR/VR hardware and software providers. Or even implemented by folks within our community.
     
    a436t4ataf and kavanavak like this.
  26. Enhancer

    Enhancer

    Joined:
    Oct 11, 2014
    Posts:
    6
    Hi @mfuad,
    maybe you can help me with a hint about Oculus XR Plugin and passing the tests of Oculus VRC Validator?
    I have already spent a week trying to beat the test "TestSubmitFramesWhenNotVisible".
    I have tried Legacy VR SKD and Oculus Integration asset and it passes the test. But no luck with the new Oculus XR Plugin so far.
    I would appreciate any tip about this issue. Because without passing this test Oculus Store's door is closed for our game that took half year to develop or we need switch back to the Unity's legacy VR...
    I really hope there is way to fix it.
     
  27. Enhancer

    Enhancer

    Joined:
    Oct 11, 2014
    Posts:
    6
    Thanks everyone for a help. Issue is solved. How? Ask Unity team.
     
  28. pccross

    pccross

    Joined:
    Jun 20, 2015
    Posts:
    106
    Are you able to share how you fixed it?
     
  29. zezba9000

    zezba9000

    Joined:
    Sep 28, 2010
    Posts:
    983
    Almost year later and still no OpenVR support?
    Any new ETA for OpenVR XR subsystem?
     
  30. Headsoft

    Headsoft

    Joined:
    Nov 23, 2013
    Posts:
    2
    Unity 2019.3.5f1
    Oculus XR Plugin 1.3.4
    XR Plugin Management 3.2.10

    Running my project inside the Unity Editor works great but when I build a "PC, Mac & Linux Standalone" I get the following error:

    Code (CSharp):
    1. Initialize engine version: 2019.3.5f1 (d691e07d38ef)
    2. Plugins: Failed to load 'OculusXRPlugin' because one or more of its dependencies could not be loaded.
    3. (Filename: C:\buildslave\unity\build\Runtime/Misc/Plugins.cpp Line: 292)
     
  31. Enhancer

    Enhancer

    Joined:
    Oct 11, 2014
    Posts:
    6
    Yes, I'm able to do so. But I wondering why is Unity Team are not capable of.
    And it was a sarcasm above. Sorry for inconvenience.

    Code (CSharp):
    1. public void EnableRendering(bool enable)
    2.         {
    3.             if (!XRGeneralSettings.Instance) return;
    4.  
    5.             if (!XRGeneralSettings.Instance.Manager) return;
    6.  
    7.             if (!XRGeneralSettings.Instance.Manager.activeLoader) return;
    8.  
    9.             var displaySubsystem = XRGeneralSettings.Instance.Manager.activeLoader.GetLoadedSubsystem<XRDisplaySubsystem>();
    10.          
    11.             if (displaySubsystem == null) return;
    12.          
    13.             Debug.Log( $"EnableRendering: {enable}" );
    14.          
    15.             if (enable) displaySubsystem.Start();
    16.             else displaySubsystem.Stop();
    17.         }
     
  32. Enhancer

    Enhancer

    Joined:
    Oct 11, 2014
    Posts:
    6
    CyrilGhys and zezba9000 like this.
  33. foonix

    foonix

    Joined:
    Dec 15, 2019
    Posts:
    20
    Very minor thing: ProjectSettings.asset file preload list changes when a build is run, and then changes back if the project is saved.

    Code (csharp):
    1. --- a/ProjectSettings/ProjectSettings.asset
    2. +++ b/ProjectSettings/ProjectSettings.asset
    3. @@ -123,7 +123,11 @@ PlayerSettings:
    4.      16:9: 1
    5.      Others: 1
    6.    bundleVersion: 1.0
    7. -  preloadedAssets: []
    8. +  preloadedAssets:
    9. +  - {fileID: 11400000, guid: 3011cf727f0b23d4eb90083ab659778c, type: 2}
    10. +  - {fileID: -7862887324430719047, guid: f0932d1cf9a2fac469ed8cd88f360a85, type: 2}
    11. +  - {fileID: 4882268664741996032, guid: 32b23b53343f6a44a80d421be1759bb6, type: 2}
    12. +  - {fileID: 11400000, guid: 3120b3d18aea95b4d82d4a897ac3583a, type: 2}
    13.    metroInputSource: 0
    14.    wsaTransparentSwapchain: 0
    15.    m_HolographicPauseOnTrackingLoss: 1
    16.  
    This seems to be XR Manager preloading the plugin asset files. Which is fine. But it might be nice if this were more clear or could be persisted?

    Code (csharp):
    1. $ find Assets -iname '*.meta' -print0 |xargs -0 grep f0932d1cf9a2fac469ed8cd88f360a85
    2. Assets/XR/Settings/Windows MR Package Settings.asset.meta:guid: f0932d1cf9a2fac469ed8cd88f360a85
    3.  
    Only reason I'm even bothering to mention it is that sometimes it clutters up source control commits.
     
    AM-Dev and (deleted member) like this.
  34. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    427
    anyone else getting major lag in build and editor using subsystem Oculus XR Plugin 1.3.4, and having SteamVR 1.11.12 open in the background?
    (Windows 10, Unity 2020.1.0b8, Oculus Link with Quest)

    after restarting my PC issue was gone on first app launch;
    then back on second launch...???
    compared to empty project;
    eventually found that having:
    Project Settings -> Quality -> Any Quality level that has "VSync Count" set to "Don't Sync"
    changed to "Every V Blank"
    which for me was set for my active quality level...
    workaround :) working

    ....

    getting issues with this again so who knows... :(
     
    Last edited: May 22, 2020
  35. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    427
    how do we get the app launch command line args working with XR Plugin Management?
    e.g. -vrmode OpenVR

    what do i use instead of this:
    UnityEngine.XR.Management.XRGeneralSettings.Instance.Manager.loaders = loaders;
    in build?

    ..............

    looking in on 3.2.10 PackageCache we don't get the runtime control we need
    so editing file "{your project dir}\Library\PackageCache\com.unity.xr.management@3.2.10\Runtime\XRManagerSettings.cs
    for workaround...
    remember this is PackageCache so changes are just Temporary (whenever i open the project i have to redo the changes...)

    quick workaround for those who can turn off "Initialize XR on Startup" and not have any issues...
    Code (CSharp):
    1.     public List<XRLoader> loaders
    2.     {
    3.       get { return m_Loaders; }
    4. //#if UNITY_EDITOR // comment out this
    5.       set { m_Loaders = value; }
    6. //#endif // comment out this
    7.     }
    and for those like me who must have "Initialize XR on Startup" on
    Code (CSharp):
    1. // add this method
    2. public bool app_launch_args_contain(string value)
    3.     {
    4.       var args = System.Environment.GetCommandLineArgs();
    5.       for (int i = 0; i < args.Length; i++)
    6.       {
    7.         if (args[i].ToLower() == value)
    8.           return true;
    9.       }
    10.       return false;
    11.     }
    12. // above this existing method
    13.     private bool CheckGraphicsAPICompatibility(XRLoader loader)
    14.     {
    15. // add this
    16.       if (app_launch_args_contain("none")) { return false; }
    17.       else if (loader == loaders[0])
    18.       {
    19.         if (app_launch_args_contain("openvr")) { return false; }
    20.       }
    21. // before existing method contents
    22.       GraphicsDeviceType deviceType = SystemInfo.graphicsDeviceType;
    23.       List<GraphicsDeviceType> supportedDeviceTypes = loader.GetSupportedGraphicsDeviceTypes(false);
    24.  
    25.       // To help with backward compatibility, if the compatibility list is empty we assume that it does not implement the GetSupportedGraphicsDeviceTypes method
    26.       // Therefore we revert to the previous behavior of building or starting the loader regardless of gfx api settings.
    27.       if (supportedDeviceTypes.Count > 0 && !supportedDeviceTypes.Contains(deviceType))
    28.       {
    29.         Debug.LogWarning(String.Format("The {0} does not support the initialized graphics device, {1}. Please change the preffered Graphics API in PlayerSettings. Attempting to start the next XR loader.", loader.name, deviceType.ToString()));
    30.         return false;
    31.       }
    32.  
    33.       return true;
    34.     }
     
    Last edited: May 22, 2020
  36. PsyKaw

    PsyKaw

    Joined:
    Aug 16, 2012
    Posts:
    102
    Same issue here. Didn't find a way to do it.
     
  37. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    427
    added quick workaround to my previous post
     
  38. andybak

    andybak

    Joined:
    Jan 14, 2017
    Posts:
    566
    Hopefully there will be an official way to do this soon. Unity team?
     
  39. AVOlight

    AVOlight

    Joined:
    Apr 15, 2014
    Posts:
    427
    yes please

    my changes to XRManagerSettings.cs are overwritten when opening the project in Unity...
     
  40. lz7cjc

    lz7cjc

    Joined:
    Sep 10, 2019
    Posts:
    522
    where can i find documentation on how to replace the old way of switching between 2d and Google Cardboard, with the new system?
    OLD:
    Code (CSharp):
    1. public void Start()
    2.     {
    3.         StartCoroutine(SwitchToVR());
    4.         //  StartCoroutine(ActivatorVR("Cardboard"));
    5.     }
    6.     IEnumerator SwitchToVR()
    7.     {
    8.         // Device names are lowercase, as returned by `XRSettings.supportedDevices`.
    9.         string desiredDevice = "cardboard"; // Or "cardboard".
    10.         if (System.String.Compare(XRSettings.loadedDeviceName, desiredDevice, true) != 0)
    11.         {
    12.             XRSettings.LoadDeviceByName(desiredDevice);
    13.             // Must wait one frame after calling `XRSettings.LoadDeviceByName()`.
    14.             yield return null;
    15.         }
    16.         // Now it's ok to enable VR mode.
    17.         XRSettings.enabled = true;
    18.     }
    New????

    thanks
     
    a436t4ataf likes this.
  41. lz7cjc

    lz7cjc

    Joined:
    Sep 10, 2019
    Posts:
    522
    I have been following the quick guide for Google Cardboard (multiple times inc reinstalling s/w) and still get this error:
    https://developers.google.com/cardboard/develop/unity/quickstart
    DllNotFoundException: cardboard_api
    Google.XR.Cardboard.Api.HasDeviceParams () (at Library/PackageCache/com.google.xr.cardboard@8979e065b7/Runtime/Api.cs:101)
    CardboardStartup.Start () (at Assets/Samples/Google Cardboard XR Plugin for Unity/1.1.0/Hello Cardboard/Assets/Scripts/CardboardStartup.cs:39)

    any idea what is going on and how to fix?
    thanks
     
  42. wizgrav

    wizgrav

    Joined:
    Mar 16, 2014
    Posts:
    5
    Hi, we are ready to upload on oculus store and the only thing holding us back right now are the validator test failures. On an added note it would be amazing if we had a way to take advantage of mixed reality capture on the quest but the tests are critical for several people in here I feel(Quest Link, fails TestSubmitFramesWhenNotVisible and TestAppShouldQuit)
     
    Last edited: May 25, 2020
  43. lz7cjc

    lz7cjc

    Joined:
    Sep 10, 2019
    Posts:
    522
    Followed the instructions to upgrade to XR plugin for Cardboard but the app fails to build every time. I think it might have something to do with the "custom main gradle template" which I was instructed to change in the QuickGuide:
    Add the following lines to the dependencies section of Assets/Plugins/Android/mainTemplate.gradle:
    Code (CSharp):
    1.  
    2.   implementation 'com.android.support:appcompat-v7:28.0.0'
    3.   implementation 'com.android.support:support-v4:28.0.0'
    4.   implementation 'com.google.android.gms:play-services-vision:15.0.2'
    5.   implementation 'com.google.protobuf:protobuf-lite:3.0.0'
    so this is what I did:
    Code (CSharp):
    1.  
    2. dependencies {
    3.             // If you are changing the Android Gradle Plugin version, make sure it is compatible with the Gradle version preinstalled with Unity
    4.             // See which Gradle version is preinstalled with Unity here https://docs.unity3d.com/Manual/android-gradle-overview.html
    5.             // See official Gradle and Android Gradle Plugin compatibility table here https://developer.android.com/studio/releases/gradle-plugin#updating-gradle
    6.             // To specify a custom Gradle version in Unity, go do "Preferences > External Tools", uncheck "Gradle Installed with Unity (recommended)" and specify a path to a custom Gradle version
    7.             classpath 'com.android.tools.build:gradle:3.4.0'
    8.          
    9. //added based on instructions at https://developers.google.com/cardboard/develop/unity/quickstart
    10.   implementation 'com.android.support:appcompat-v7:28.0.0'
    11.   implementation 'com.android.support:support-v4:28.0.0'
    12.   implementation 'com.google.android.gms:play-services-vision:15.0.2'
    13.   implementation 'com.google.protobuf:protobuf-lite:3.0.0'
    14.  
    15.         }
    16.  
    but now i get an error on build. How do i fix it?
    thanks
     
  44. Foj

    Foj

    Joined:
    Apr 11, 2013
    Posts:
    17
    Anyone got art-level info on the XR Controller script for the LeftHand/rightHand Controller of the XR Rig?

    Hoping the Model section will allow for the Oculus prefab custom hands and animations to be used, targeting Rift only?

    (Hope I am posting in the right place and) Thank you.
     
  45. a436t4ataf

    a436t4ataf

    Joined:
    May 19, 2013
    Posts:
    1,890
    I think your question is very unclear - could mean a lot of different things - but this is probably the wrong place to ask. Start a new thread instead, it sounds like your question isn't trivial.
     
  46. a436t4ataf

    a436t4ataf

    Joined:
    May 19, 2013
    Posts:
    1,890
    It's released now, and has a different link. There's also a community-written version (in case you run into bugs in Google's one and want an alternative) that's iOS only: http://snapandplug.com/xr-input-too...do-I-install-the-plugin-for-Google-Cardboard?
     
  47. lz7cjc

    lz7cjc

    Joined:
    Sep 10, 2019
    Posts:
    522
    I am looking to convert my Google Cardboard project using the new XR plugin. I only need to do three simple things:
    Head tracking/looking around my scene
    Reticle pointer/choose element using event trigger (gaze and pick)
    Control/test in editor - currently using GvrEditorEmulator. This works but doesn't reflect what happens when i build the apk. i.e. everything works fine in the emulator but when i try to run as VR on my phone it doesn't work. Further when i run the demo Hello Cardboard scene in the editor none of the old controls work. How can i test this scene in editor?

    I have followed these instructions but can't see anything that helps me configure event triggers or shows me how i can test the scene in the editor.

    https://docs.unity3d.com/Manual/configuring-project-for-xr.html
    https://docs.unity3d.com/Packages/c...1/manual/index.html#Migrating-a-complex-Scene

    Where can I find the documentation for cardboard that will explain how to do this?

    thanks

    NB I am getting this error; wondering if this might be causing some of the problems i am experiencing. How do i fix?
    DllNotFoundException: cardboard_api
    Google.XR.Cardboard.Api.HasDeviceParams () (at Library/PackageCache/com.google.xr.cardboard@8979e065b7/Runtime/Api.cs:101)
    CardboardStartup.Start () (at Assets/Samples/Google Cardboard XR Plugin for Unity/1.1.0/Hello Cardboard/Assets/Scripts/CardboardStartup.cs:39)
     
  48. a436t4ataf

    a436t4ataf

    Joined:
    May 19, 2013
    Posts:
    1,890
    I recommend you create a thread for your problem - Cardboard is NOT part of this system, it's entirely provided and maintained by Google - you should ask Google for support issues. But others are using it here, so if you create a new thread you're more likely to get their attention and help.

    Re: event-triggers ... you have to write this yourself. I'm not sure what you're expecting here. You have many choices. But again: I recommend starting a separate thread (there's a lot of options)
     
    gjf and lz7cjc like this.
  49. Deleted User

    Deleted User

    Guest

    @mfuad when I try to build my project on Android with Microsoft Azure Dev Ops buildpipeline on a Windows Server I get the following error:

    Code (CSharp):
    1. BuildFailedException: OpenGLES2, OpenGLES3, and Vulkan are currently the only graphics APIs compatible with the Oculus XR Plugin on mobile platforms.
    2.   at UnityEditor.XR.Oculus.OculusPrebuildSettings.OnPreprocessBuild (UnityEditor.Build.Reporting.BuildReport report) [0x0005e] in C:\agent\_work\4\s\client-holospaces-unity\Library\PackageCache\com.unity.xr.oculus@1.3.4\Editor\OculusBuildProcessor.cs:87
    3.   at UnityEditor.Build.BuildPipelineInterfaces+<>c__DisplayClass15_0.<OnBuildPreProcess>b__1 (UnityEditor.Build.IPreprocessBuildWithReport bpp) [0x00000] in <cf7d2c2e83f749e8943578126f9eff4b>:0
    4.   at UnityEditor.Build.BuildPipelineInterfaces.InvokeCallbackInterfacesPair[T1,T2] (System.Collections.Generic.List`1[T] oneInterfaces, System.Action`1[T] invocationOne, System.Collections.Generic.List`1[T] twoInterfaces, System.Action`1[T] invocationTwo, System.Boolean exitOnFailure) [0x000ff] in <cf7d2c2e83f749e8943578126f9eff4b>:0
    5. UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
    6. UnityEngine.DebugLogHandler:LogException(Exception, Object)
    7. UnityEngine.Logger:LogException(Exception, Object)
    8. UnityEngine.Debug:LogException(Exception)
    9. UnityEditor.Build.BuildPipelineInterfaces:InvokeCallbackInterfacesPair(List`1, Action`1, List`1, Action`1, Boolean)
    10. UnityEditor.Build.BuildPipelineInterfaces:OnBuildPreProcess(BuildReport)
    11. UnityEditor.BuildPipeline:BuildPlayerInternalNoCheck(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions, Boolean)
    12. UnityEditor.BuildPipeline:BuildPlayerInternal(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions)
    13. UnityEditor.BuildPipeline:BuildPlayer(String[], String, String, BuildTargetGroup, BuildTarget, BuildOptions)
    14. UnityEditor.BuildPipeline:BuildPlayer(BuildPlayerOptions)
    I checked the same project that DevOps checks out on my machine and I have Auto Graphics API disabled and only OpenGLES3 setup, so what's the deal. Anyone an idea?
     
    Last edited by a moderator: Jun 2, 2020
  50. gmaire

    gmaire

    Joined:
    Jun 4, 2020
    Posts:
    1
    Hi, do you have found a way to do the same with the new version ?

    Regards
    Gilles