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Hello, I am pretty new to all of this. I recently developed a simple game in VR, but whenever I press the play button in the Unity editor to test the game, the screen in my VR headset lags uncontrollably. Is this normal? I know that my laptops specs are more than good enough for game design, so it shouldn't be because of that. Could it be that game testing normally pretty laggy, and doing it through Oculus link is augmenting the severity of the lag? If so, will the game be less laggy when actually published? Thanks all!
Recently, we have been encountering significant problems that we are struggling to resolve.Elven Assassin on Oculus Quest 1/2 stops rendering new frames during gameplay and after some time it throws players to Oculus Home. From our research, it seems that this is caused by deadlocks on the GPU.Here is the error code from Adreno-GSL that we are getting: 0x400c0907Interestingly, the problem does not occur on all devices, but when it occurs, it is always on the same ones. In the attachment, you will find a fragment of the crash log for you to see. Does anyone know what can cause such deadlocks?
Soooooo my oculus used to be and hour behind my time but right now its 5:00pm and my oculus now says that its 3:00am and I have no idea how that happened but oculus had all the time to make the headset but they could not make time to put diffrent time zones...
I ran an AMD clean-up and suddenly the hardware in my computer was not compatible with oculus software, so, what's goin' on?Also, the link it provided does not work anymore
Since this seems to not be a function in the developer portal, how would I go about creating a ticket for it? Best,JTM
Would love to see the ability to use a phone in the home setting. Since the quest already connects to your phone, seems like it would be a possibility?
Good morning! Context: The application my company was trying to release for App Labs was rejected because the performance was not 60 fps on the target devices. In my tests on the Quest 2 the application had around 70 fps, yet I don't know how this application would run on a Quest 1, because we do not have that device and we did not plan for releasing for that device. Is it possible to only release the App Lab Application only for Oculus Quest 2 or is it mandatory to also release it for Quest 1? If it is possible, where can I request this change? Thank you!
Hey all. I've had this nagging thing in my project for a long time now and I've just kind of danced around it, but it's getting to the point where it's a real show stopper.Imagine you have a game where you're holding two automatic pistols, and you're holding down the trigger with your right hand... and then fairly frequently it just stops firing. You're still physically holding the right trigger, but it's not shooting, and never actually triggers anything set to happen on the release of that trigger/button (no "OVRInput.GetUp" response. Worse, often when this starts happening, it starts triggering the gun in the LEFT hand to start shooting as if that trigger is being held instead.My gut reactions are "Hmmm... I must have some faulty equipment?" but honestly this was happening when I was doing development on this same project on a classic Rift 1 as well... so, I don't *think* it's that.Or, "maybe my triggers are physically dirty, and it's making the capacitive nature of them
In VR games and programs like the VR animation player, is there some way to find the world coordinates of the player and/or other objects? Perhaps in the game files stored on the computer? I know that game engines do have coordinates, and most programs on the VR headset use unity or unreal engine. I want to work on a project which simulates wind using player and object movement in the virtual world. Basically, I was thinking of using the coordinates and calculating the speed and direction of a player's virtual movement and using that to determine the speed of a fan blowing into my face in real life. It might be different for each application/game so perhaps I was thinking about starting with the VR animation player. Thanks!
Hi! I'm new here! 🙂 I need to create a game for Oculus Quest that allows the users to preselect the eye (right or left) and turn off one display (or at least paint it black) and create the monocular vision. How can I do that in Unity? Thank you so much!
I want to leverage Horizon world platform, but need to introduce business specific functionality. For example, we'd like to allow businesses to integrate additional assets intot he world, Private external Data, Customised evnrionment models, external 3D assets, that could be viewed, manipulated, video streams, image content etc,This would allow for worlds to be created that wouldn't necessarily be visible to the everyone. and facilitate interactivity not currently supported by the existing building blocks. I can understand the limitation from an open world point of view, but for business use cases, i would like to be able to add a level of customisation that would otherwise not be possible. Is this on the roadmap? Is there a business focussed platform akin to Horizon World?
Is there somewhere that lists the supported features and capabilities available through the Oculus implementation of OpenXR? Additionally some tutorials/code snips would be very welcome for items such as MultiView and setting the frame rate.
Good day!Is it possible to increase resolution in "Cast" ODH? Try to use scrcpy +sndcpy, but sndcpy constantly crash
Hi, I looked around on the forum but couldn't find an answer, so my question is: Is there an API / equivalent I can use to get real-time sensor data from the headset, for instance in Python? Thanks!
I just attempted to upgrade to Unity 2020.1.17f1 along with XR management 3.2.17 and Oculus XR Plugin 1.6.1. I'm still using the old Oculus camera rig setup, but just trying to get out ahead of deprecation. I ran into some issues which took me quite a while to figure out - specifically that HMDmounted / unmounted events were not fired, and that OVRManager.GetBoundaryConfigured always returns false (I chased this one all the way back to the .dll). I'm sure that there are a bunch of other things that no longer work, but after finding these I threw my hands up and went back to 2019.4 + the deprecated XR system. Has anyone else ran into this? Does anybody know if this will get fixed?
Hi. I can see phone notifications on Quest 2 screen. My wish is to mirror the phone screen to the Quest 2 screen. For example, being able to see a screenshot of an open program on the phone exactly on the Quest 2 screen. Why would you need such a thing? The drone camera image appears on the mobile phone screen while being controlled via the drone controller. I would like to fly the drone from its controller and see the image on the Quest 2 screen. Vive company has been working on Cosmos XR for a while, its upcoming product "Welcome to XR, where the physical and virtual worlds intersect and interact." in the form of announcing. What if everyone mounted their own mobile phone, like a selfie stick, with a piece on the Quest 2 device! What if we switched to Extended Reality (XR) technology on the Quest 2 screen when we opened the camera of the phone, only with the cost of the apparatus? Of course, through your appropriate software. Representative pictures are below.
Hey,So I was just developing an Application where people can buy land ..Build their Castles and attack on other's castles as well..!!but to purhcase land and sell and allias they need to buy materials from my shop inside quest using crypto coins and selling land also in crypto ..!!Can I upload this game to oculus store for available to my coins purchasers
Hi all! I'm making an hand-tracking game as a seated or standing experience.While standing, the user sometimes move around a bit, after time its offset causes the game to act weird for obvious reasons. While recentering with controller is very easy and intuitive, doing so with hand tracking is pretty complex, therefore I'm doing an automatic recenter if an offset is detected. It works with Link but not with Quest 2. Is there a way to do a recenter in Unity without moving the whole game objects in the scene? In Unity, this line doesn't work for the Quest 2 (does work for Link):OVRManager.display.RecenterPose();With controllers it's ok, I guess, but for hand-tracking I believe we need a better solution than disabling this option. Alternatively - is there a way to mark the experience as seated/standing and make this line work for the Quest 2? Many thanks! Similar to this subject
Hello there, I am totally new to Oculus development and my question is very basic:How do I install the Mobile SDK on my Windows PC?I searched the official "Mobile SDK Getting Started Guide". They tell you a lot about Android Studio and other SDKs like Android SDK, NDK, etc.. I have followed all those instructions. But I cannot find a guide on how to install the Mobile SDK they are always referencing.I have also found the download page for the Mobile SDK. But what am I supposed to do with the folder that I have downloaded? Best regards,FernetBro
Is there a problem with visual quality?
When I install ODH it just shows a white screen and stays I tried what is shown here (https://forums.oculusvr.com/t5/Tool-Feedback/Oculus-Developer-Hub-1-6-Opens-with-a-blank-window/td-p/859774) I've tried re-installing ODH, running it as administrator with no luck. Am I missing some piece of software or what? I am on Windows 10 and have tried to get this to work for a while now someone please help.
I've been developing a VR space shooter game for the better part of a year now, and I've finally taken a good look at the OVR metrics tool for measuring performance.Unfortunately, I've found that even when material batching everything in the game, I routinely struggle to reach 60 FPS whenever terrain is switched on. It looks like I'm coming to a decision point between dropping terrain from this game (ie: making everything happen in space) so I'm wondering if the Oculus Store fill flat out reject the game if it fails to achieve 72 fps (note: I haven't tried SpaceWarp yet; looking to add it to my project once it's a bit more stable). Video here (at substantially higher graphics settings than the planned quest version)https://www.youtube.com/watch?v=HoC-xfeNZ84
I can log in to Facebook from my PC and download a screenshot photo from my glasses, but why do I have to do this every time? guys, add the pliz button in the repost somewhere else. how terribly inconvenient
Hey there, so I created a small isle using a Unity-Terrain object and Unity Water4Example (Advanced). Nothing to fancy, but I noticed some annoying stuttering issues most noticeable in the Terrain texture and the horizon. My frame rate was at stable 75fps. After hours of testing and reading in the Forums I finally figured that the Terrain was causing all that trouble.I just rebuild the base of my isle in my favorite 3D-App and disabled the Terrain. Everything works perfectly fine now.Is that a known issue? Maybe its system specific, but I thought it might be interesting for some of you experiencing that stuttering (lagging behind).
Hi there,I'm making an app that uses Hand Tracking and I want the pause menu to appear when the user does a System Gesture with their no0n-dominant hand. In the docs it says that I should "poll Button.Start" which I have tried. This works with the touch controller but not hand tracking. Anyone have luck getting this system gesture to register? I'm posting some of my code belowpublic UnityEvent onUse; void Update() { if (OVRInput.Get(Button.Start)) { Debug.Log("System Gesture"); onUse.Invoke(); } }Also here is the part of the documentation that talks about the system gesturesCheck System GesturesThe system gesture is a reserved gesture that allows users to transition to the Oculus universal menu. This behavior occurs when
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