Developer Forum [Archived]
Recently active
I would be happy to take a sneaky look at the home scenes from Meta to understand how the hell they reach 72 fps with that level of detail 🙂I can't get more than 40fps on a yet optimized simple scene of my own, whatever I use (baked lightmap only, mixed lights, no shadows, 1 merged mesh only with only a 2048 px packed tex without normals neither height... Well I just get 72 fps with an empty scene, that's freaking me.
Hi there, so I'm slightly confused about the entitlement check I was wondering if someone could clarify this for us. You can't do an entitlement check unless the platform is initialized, and if I revoke the entitlement for a user (to test my entitlement check) then it won't even initialize the platform. So doesn't this mean you don't need to do an entitlement check if it won't even initialize if it's not entitled? Our game is free to play so this isn't really about whether or not they have purchased the game, it's just for security.
Hello there, i was looking for the SDK manual or docs of internal render system of the quest, the fact is that i dont wanna draw triangles and mesh stuff, rather i wanna use a raycasting algorithm and draw each pixel manually, is there a way i can achieve this?
Their should be the option to scan your roof/ceiling in case your room is smaller in certain areas (attic)
I've tried using SideQuest to create a Home Environment but wondering if there is a more official way to develop one.
Suggestion for quest2 feature.When an image has black background and light elements, lens create reflection due to how lcd and fresnel works. By turning that black color to a dark gray, the reflection would disappear. You could implement some type of color filter in settings, to convert every #000000 color to a dark gray, so to improve visual confort and experience.
Hi there. As of a couple of hours ago, calls to Users.GetOrgScopedID from our Unity based titles have started failing intermittently with the following error."Failed: Server response is not valid JSON"The player account management for our games relies on this call returning a value in order to authenticate the user and allow them to play our games. I'm hoping to escalate this ASAP as it is preventing some of our players from accessing our games. Any insight would be greatly appreciated. Thanks!
I'm using Autodesk's VRED program.The VRED program wants to use Hand Tracking via OpenXR (OpenXR is leveraged because the VRED program does not directly support Quest products)If you try to activate the VR environment through OpenXR using Quest2 and Quest Pro equipment, an error occurs and the program shuts down.Conditions are normally using a cable that supports USB 3.0 or later, enabling developer mode in the Oculus smartphone app, and enabling OpenXR Runtime in the Oculus PC program. VRED is currently using the most recent version of Professional 2024 (16.0.11988). I had the same issue when using the 2023 (April) version. The Oculus PC app version is also using the latest version, 54.0.110.284.Switching Display Mode to OpenXR HMD with Quest Link turned on on on the Quest device in the View option of VRED often results in an error and the VRED program is forced to shut down (sometimes when multiple attempts are made)As for the error report,Date/Time: 2023-06-29 06:50:09 +09:00Applica
My oculus when I try to play games it says unable to verify user and I can’t play half my games
hi everyone, I'm developing a small raycasting test in unity, this works fine on PC and Android, but when I tried to run it inside Quest 2 I got some issues. in fact I'm trying to display my output of the raycasting algorithm inside the screen directly, I'm using a Unity RenderTexture and Graphics.Blit() but this method doesn't work with quest 2, I've searched every possible thread I found on line but no luck I'm following this article I found online: http://blog.three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ so my question is, is there a way to render things directly to the screen (or just render them without meshing) within quest 2 using unity? I don't want to use mesh because of the inefficiency of running marching cube algorithms and mesh triangulation algorithms
Heyo, running into a weird issue where particle color just doesn't work on quest using vulkanOn Vulkan Quest, using niagara: The node Particle Color in the material always returns blue rather than the colour that is set in niagara like it should doThis doesn't happen in opengl or on PCAnybody ran into this before?
Is there any known issue with the new Quest 2 firmware v55 and PC link ?I'm using the Oculus version of Unreal 4.27.2 I build myself which came with OculusVR plugin v51.When I try to preview a VR scene with the OculusVR plugin activated using an USB link cable, the image is distorted in both eyes lens and the right one in particular also flicker some textures.I'm using the VR template in Unreal engine 4.27.2 to make this testing.Using only the OpenXR plugin with OculusVR plugin deactivated all work perfect.Looks like this last update firmware 55 on the device brake something on the OVRplugin runtime lib.Any estimated day for Oculus integration version 55 ?Thanks in advanced.
It keeps showing incorrect password, Clicking on FACEBOOK LOGIN in a blank screen
When the host of a peer-to-peer multiplayer game is using a Quest headset, the connection will be lost if they take the headset off for a moment and the headset goes to sleep.The few discussions I could find about this seem to imply that there is no way for the app to change the sleep behavior of the headset.P2P multiplayer is a very convenient and accessible networking option for non-competitive games, but this severely limits its usability.Does anyone know of any workarounds, or plans for future changes that would allow P2P hosting to work better?
I coding the Unity game and want to look at the parameters on the screen, while able to use touch controller interaction. Is there a way to do this??
I'm playing around with the Tracked Keyboard example that comes with the SDK and I notice that the 3D model of the keyboard isn't aligned with the physical keyboard (this is very clear when using the key labels view). Furthermore, when moving the physical keyboard, the 3D model doesn't move accordingly and remains still. Is there a particular setting that needs to be enabled to get proper alignment and full tracking beside "tracking enabled" and "remote" in OVRTrackedKeyboard?
I'm trying to implement a locally-saved spatial anchor system, but every time I try to load a saved anchor and instantiate an anchor prefab to the previously saved location it just ends up loading at some point close to (but never quite at) (0,0,0) instead of wherever I actually placed the anchor. Would love some help figuring this out because I have no idea where I went wrong 😞 Save code:// save anchor locally anchor.Save((anchor, success) => { if (!success) { return; } // save anchor to player prefs (persistent) PlayerPrefs.SetString("main_uuid", anchor.Uuid.ToString()); });Load code: var main_uuid = new Guid(PlayerPrefs.GetStrin
I was developing an app using hand tracking with Unity and Quest Pro, but suddenly the hand tracking stopped working. Previously, it would seamlessly switch between controller and hand recognition, and I could use hand gestures. To resolve this issue, I tried restarting Unity, restarting the Quest Pro, reviewing the Quest Pro settings, and restarting my PC. However, the problem persisted. Finally, I decided to perform a factory reset on the Quest Pro to restore it to its original settings and set up the development environment again, including hand tracking and Quest Link. Unfortunately, the issue still wasn't resolved. I also made sure to update the software. After that, I didn't touch it for a day and a half.When I touched it again, I found that I could use hand tracking from the system menu, and even in the Unity app.Has anyone else experienced similar symptoms? Or could this be a bug with the Quest Pro? It's quite concerning because I need to demonstrate the app to clients for work
Hi everyone,I am having a problem getting any interaction with the WebBrowser Widget with the WidgetInteractions Component on Quest. On Linux, Windows etc (they use usually CEF as their Web access platform) it works but on the Quest it doesn't react at all. UMG Widget, like Buttons, Checkboxes works. Only the WebBrowser seems not to work. Is that a known issue? Are there any permissions needed for the Quest?
Hi:I used to put my Color Correction Lut onto the left and right eye, but this appears to have no affect now? Has anyone experienced the same issue?Regards:John
Oculus Quest 2 connected to PC through link cable. Has been working for over a year. Now run Unity project. On Oculus Screen clears, a box appears. On the bottom it says Loading... Then screen goes jagged. In a second, link disconnects and Oculus goes to home screen. On the computer, a Unity crash screen comes up. Then when I click the Run/Stop button on Unix, the project closed and a crash collection screen comes up. I did submit a crash dump to Unity. Collected Quest Logs but can't figure out whom to email them too.
Hello,I'm having an problem with player rotation. I'm current using OVRPlayerController for player controller. The issue is that when a player turns the character, the charater rotates about the center of the character. When the player is standing on the edge of the play area, rotations are around the vertical axis in the center of the play area, not the players head location.How can I change this to obtain rotations about the players HMD location, even when standing at the edges of the play area?
One of my UVs map is messed up when imported to Unity. Did anyone experienced the same issue?It is a 1 file OBJ export containing submeshes sharing the same texture map, all the submeshes are successfully using their own uv map except one where the uvs are close to expected but messed on some regions...
Hello,When trying to play any games on-air link which have worked perfectly in the past now won't work. It brings me to a black screen because my OpenXR needs to be set to active, in which case it's not. I tried clicking set oculus as active and it does nothing. I Tried looking at some things online and couldn't do too much about it. I have an image of what it says for reference. Any suggestions help. Thank You.
Hello, I'm Actively working on my university senior project. I planned to make a 3D online virtual classroom ising unity.I have sone questions regarding unity multiplayer.1- Do I have to use 2 or more headsets to test and run the game? ( I have only one)2- Does quest 1 will support all the functions and packages supported by quest 2? ( I have quest 1)3- what advices would you like to give me.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.