Developer Forum [Archived]
Recently active
Running a project with Unity v2018.4.16f1 Windows Standalone 64-bit, using VRTK and the Oculus Integration package, Oculus Utilities v1.52.0, OVRPlugin v1.52.1, SDK v1.55.0. Also has the Oculus Desktop package in at version 1.38.4, which is necessary for XR Settings>Virtual Reality Supported, but it doesn't seem to cause a conflict and behavior doesn't change if I just go delete the DLLs out of the package and restart Unity just to be sure the DLLs reloaded.I've got several leaderboards set up on the dashboard. I can call Core.Initialize with my App ID and it calls back as a success with no error. I can submit scores to the various leaderboards via Oculus.Platform.Leaderboards.WriteEntry() no problem. And when I call Oculus.Platform.Leaderboards.GetEntries() I can get each leaderboard's list of LeaderboardEntry objects, which come back with the correct rank, score, and ExtraData just fine. But each entry's User value in the list is a default struct, its values are all empty strings,
patch V37 set the date on the quest 2 to june 11, 2017how do i reset it to the proper date/time?
I appreciate that with "Multi Tasking" I can move the windows left and right, but I would like to be able to move the windows UP and DOWN too.I really enjoy laying on my virtual couch in my Virtual Environment and surfing FB or or whatever.But I really like to lay on my back and either watch the ceiling fan turn or some spacecraft fly by or whatever.Please make the windows adjustable up and down, all of them. I can move the "Dashboard" up some but not enough to see when you are laying on your back. I can't be the only person who lays in bed with their tablet surfing.I want to replicate this experience in my Virtual room.
I am testing the MRC capture using the MixedRealityCapture scene but the app crashes when I connect OBS Studio. This started happening when I updated Oculus SDK from v23.1 to v35. Unity 2020.3.11f1 Legacy OVR Plugin (OpenXR plugin is not working as well) URP (10.5.0) XR Plugin Management (4.0.6) Oculus XR Plugin (1.9.1) Running on Quest 2 Version '2020.3.11f1 (99c7afb366b3)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a' ABI: 'arm64'
Hi!When you create a new app - you have to decide between the app lab and the store. If I choose the store way in the beginning - can I switch to app lab later during the development and vice versa?Does somebody know? The app is for Oculus Quest 2.Thanks.
WHY CAN I NOT ADD A CREDIT CARD TO MY ACCOUNT...!?! Can SOMEONE PLEASE HELP...!?!
I posted a link below of my issue. It's driving me nuts!!!! lol The motion controllers location and tracking are fine. But once I bring the controller close to me it disappears. Hand tracking works fine too. I can access the menus when doing the proper pinches... But since they are close to the player character they can't be seen. You can see in the video. I am moving the controller with my foot so I can actually see it in game. You'll see as I move the controller closer to me it begins to clip with something... There is nothing for it to clip with though..... https://youtu.be/QhHkWkNpO6A Someone please help!
Hi Oculus developers. The XR Access Initiative and XR Association have created a new resource for XR developers: the XR Accessibility Project! This Github repository is intended as a place for developers to find helpful guidelines and code snippets to create accessible XR applications. We're hoping that the XR Accessibility Project is able to grow over time, as more developers utilize it and submit the resources they use. We encourage you to take a look, and if you think of something that would be useful for other developers, submit it using the contribution form. You can also submit other comments by creating an issue on Github. We know it's hard enough to develop for XR platforms, let alone to do so accessibly; but we hope this resource will help make sure everyone, regardless of ability, can enjoy the great applications you're making. Best,Dylan FoxCoordination and Engagement Team Lead, XR Access
Hi,I apologize in advance if this is not the correct forum to ask, so if somebody can point me in the right direction, that would be awesome. My company works with several hardware vendors to do product launch events. A couple of days back, I used Oculus Quest 2 to access Horizon Venue and wondering if we could do a live stream whenever there's a new product launch. So two questions if I may:How to register or create a live event on the horizon venue?Is it possible to stream/cast in from Oculus Quest 2 in VR so the audience can also use their phone to get a similar experience? Thank you for your time, any suggestion is much appreciated.
As the title says, how can I get a single camera position within a material? The CameraPosition node returns the position of the left or right eye, and I can't find any custom HLSL that allows the calculation of the center point between the two eyes. Apparently this custom HLSL worked in 4.19 but not any more; (GetInstancedView().WorldCameraOrigin + GetPrimaryView().WorldCameraOrigin) * 0.5f GetInstancedView(0).WorldCameraOrigin or GetInstancedView(1).WorldCameraOrigin returns the same result.
In the documentation, there seems to be a way to open the keyboard overlay for Unreal and Unity development:https://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/ However there is no indication on how to do the same with a third party engine or app written without using those two solutions, I couldn't find anything in the Mobile SDK docs: https://developer.oculus.com/documentation/native/android/mobile-intro/Is this functionality available? Thanks in advance for your help!
Hello,I have been trying for the past week on and off to get my Quest 2 able to do some VR dev, I have watched multiple videos and ran through the process of install/uninstalling blah blah. I cannot find anybody else with this problem, I have all the correct installs, everything connects fine it recognizes my headset and runs as expected... Until ODH decides to open up endless adb.exe and commands under taskmanager ultimately freezing my PC up.This leads to me not being able to do any VR development at all using ODH. It will continue to open endless adb and command prompts all children of ODH. Disconnecting my headset via command prompt 'adb kill-server' removes all the excess process and I can restart the ODH app and try again... with the same results at varying intervals.In the ODH log it will repeatedly say"adb failed to connect to socket 'tcp:6666': Connection refused" shortly before going off rails and ultimately freezing my PC if I do not kill-server or kill ODH app.Thanks in adv
This one is for us. Delete your fake ass VR campaign, take a hit publicly, and tell people you want to re-imagine it, and make an honest VR solution. Make a 4D environment, that starts empty at real world scale, then combine it with an app that has a dual screen, where players can see their mobile using friends as a GPS point in game camera as a panorama shot, (in collaboration with Snapchat filter technology make it real time placement, by using the effects of Flashlight from Microsoft VR). so the real world displayed right in front of the VR user is a fluid delivery. A world being painted real time by mobile users frozen to be woken up by all other users, then from there you can sell the BS you made or think is better than my idea that I freely share!You need to respect Sanskrit teachings to understand sound and data production from your mind, if you want respect in the games protection.Then in you is a safe place to incorporate every other human slave bound to this earth.Become a te
Hi there,I'm trying to build a game on my mac, but having to build the entire game (sometimes takes hours) everytime I need to test is extremely impractical. I've scoured the internet and tried loads of different setups, but can't, for the life of me, get the VR Preview button to be visible and thus usable.I can get it working on bootcamp, but then I'm in Windows and it's painful. All my asset creation software is OSX based, so going back and forth between OS's is also not practical.It's become apparent is that I need the Oculus Link to be enabled before starting UE and currently that's only available through the PC-only Oculus App.So can we either;1. Get an Oculus app/link for mac2. failing that... (as don't need the whole app) a small tool to enable this functionality (or add it to the developer app)3. Point me in the direction of a setup that un-greys this VR Button!Thanks in advance to any help, official or otherwise!Thanks! 🙂Jon
I'm currently in my final year and my final year project is to build VR game by using Unity version 2020.3.23. I'm already finish the game and using XR interaction toolkit, however I meet some problem :1) The hand of my controller disappear when run the project in unity. Before, the hand appear like usual. 2) After Build and Run the VR game in Oculus Quest 2, the controller not detected at all. However, when I testing the game in unity, it can run like usual and there's nothing error in my coding or project.Did anyone know how to solve this problem?Thanks in advance
Inside the Quest 2 (consumer edition) after update to software 35.0.0.140.341, the Developer section in Settings has suddenly disappeared. Seen from the Oculus app, the headset is still in developer mode. We have remote customers with same issue, and disabling/re-enabling developer mode is not an option for them.In Settings, I currently have Guardian disabled, and the Guardian menu is grayed out, and telling me to go to the Developer section of cause. So I know the headset is still in Developer mode.But where has it gone ?
I was working on full end to end testing and having our quest builds run on hardware as part of our CI/build process. The tests/apk won't run if the screen isn't on. I came up with the following solution as a workaround but this is more of a fun hack than a scalable solution.raspberry pi zero w w/ a servo attached to a cheap skull I found at target.
The release notes for 1.41 describe a "low overhead mode" for Player Settings, but after importing I don't see that in Unity 2019.1. It's been in the release notes of Unity 2019.2 so I'm confused is this a Unity or Oculus Integration feature?
Great news everyone! We made a Unity3D plugin that can quickly export your already developed VR app to tablets and phones. Why? 1) You can easily share your app with others who do not have VR devices, 2) In multiplayer games, users with tablets and phones can finally play along 3) You can enter an entirely new market without the hassle.The plugin is based on the XR Toolkit and automatically translates the VR inputs to touch controls. In just a few simple steps an export is generated. See it yourself in the Asset store video.Now available in the Unity Asset Store: https://assetstore.unity.com/packages/add-ons/vr-to-tablet-197026
Great news everyone! We made a Unity3D plugin that can quickly export your already developed VR app to tablets and phones. Why? 1) You can easily share your app with others who do not have VR devices, 2) In multiplayer games, users with tablets and phones can finally play along 3) You can enter an entirely new market without the hassle.The plugin is based on the XR Toolkit and automatically translates the VR inputs to touch controls. In just a few simple steps an export is generated. See it yourself in the Asset store video.Now available in the Unity Asset Store: https://assetstore.unity.com/packages/add-ons/vr-to-tablet-197026
Stack:Unity 2019.3Oculus VR IntegrationmacOS CatilinaI have a Unity scene with a VR interface composed by a Canvas (World Space coordinates) and two buttons. The canvas has attached an OVR Raycaster objects which uses a laser pointer. Overall it works well, but when I try to intercept the event produced by hovering the laser pointer on the button, I can get only the click event.I'm using the following script (attached to the button):using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.EventSystems;public class VRButton : MonoBehaviour, IPointerEnterHandler, IPointerClickHandler, ISelectHandler{ // Start is called before the first frame update void Start() { } // Update is called once per frame void Update() { } public void OnPointerEnter(PointerEventData eventData) { Debug.Log("Enter!"); transform.localScale *= 1.2f; } public void OnPointerExit(PointerEventData
When will they add support for RX6600 and 6600XT? It was released nearly 4 month ago but oculus just forgot about it. It has same architecture as all RX6000 series and have performance more than reccomended so that shouldnt be a problem
Apologies in advance I'm not familiar with how things work around here but I was hoping someone could answer if not resolve the issue I'm having whenever I try to play a video in the oculus browser and the Firefox browser. When the video starts to load and play it glitches and I'm paraphrasing the error message that comes up basically saying it's unable to play, something along those lines. When I factory reset the device the videos will play just fine but after awhile they'll regress and won't play. Is there an update or downgrade I have to do? Or is the oculus go obsolete now? Any help and answers would be greatly appreciated thank you in advance!!!
Hi all, I am a 3dsmax renderer and I am trying to figure out how I can upload a 3dsmax file to be viewable with an oculus. I am a total newbie so I'm wondering how this works/what I need to do in order to make this happen. Can anyone steer me in the right direction? Thank you.Best, Madeleine
Hi All, I am new to oculus development, I want to implement Facebook messaging in my app, but I am unable to find some useful tutorials for implementing chat/messaging functionality.Appreciate it if you could help me with some tutorials or suggested links to implement chat functionality.Thanks
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.