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Oculus rift s . Any driver for windows 11. I can t beleave the nobody on Oculus works on it .Note: Back to windows 10 is not a solution
Hi all,I'm making a game for Oculus Go using Unity and everything has been working fine all week, then suddenly it started behaving very strangely.When I go Build and Run in Unity, it appears to build successfully, there are no error messages and unity says Build Successful.Then in the Oculus Go, the game appears as a non-interactive window in the place of the normal Home screen, as a floating curved window.The OS is still visible in the background and the OS menu is still visible below. The game is updating (things are moving) but I can't interact with it.I have no idea why it suddenly started doing this, everything was fine one moment then not the next. I don't recall changing any scripts in between, I definitely didn't change any player settings.I didn't even think lanching an app in a window like this was possible.Does anyone know what might be causing it and how I can get it to go back to being full screen?I have tried rebooting the Oculus Go and Unity.
I have Oculus Quest 2. I'm trying to connect it to Unreal Engine. In the Advanced APK Package - Package for Oculus Mobile Devices I can see Oculus Quest 2. WHat did I do wrong? How can I fix it? Thank you.
I have Logitech K830 keyboard. It has not bluetooth but usb connection. I can track this keyboard in Horizon Workrooms. Is it possible to track this keyboard from my own Unity application for Quest?
Hi,I want to install APK that starts running when I turn on my Oculus Quest - without having to choose it from the list of installed apps. (Even without enter to the Oculus home page. As soon as you turn on the headset- the game begins)Anyone know if this is possible?
Hello,I want to know how to use 'UE 4.27 Chaos version' with v34.But I can found only non Chaos version in Oculus VR github.I need Chaos physics for my project.Is there any way to solve this problem? Thanks.
Hey all - since passthrough API is totally broken with SDK 33 and Quest OS 34...is there a publicly stated ETA for SDK 34 release? I saw a tweet somewhere that it would be "Monday" (as in, 10/8 - yesterday), but that has on
Passthrough works great on V34 + Unity 2020.3.22f1 even when switching it on/off at runtime ! thanks,Diego
Is there some way to connect An Oculus Quest to a running Open Simulator (OpenGL I believe? The same basic language as SecondLife) server? The old Android Lumiya Viewer's VR mode was GREAT, but I am unable to find the creator, break it down, or find any similar program that can connect to the server.
i'm trying to implement a P2P connection between a smartphone and a quest, one of the solutions that may work for my app is using bluetooth, but it seems that ACCESS_COARSE_LOCATION permission is needed (which is marked as not supported while uploading with Oculus Hub). There is a way to workaround the permissions needed to work with bluetooth connections or they are definitely restricted and can't be used in any way to use it with Oculus quest?? Thanks in advance for your replies!
Hi,I was curious if the Unity SDK supported accessing of USB devices connected to the Quest's USB-C port? If not, does the native SDK support it?ThanksRay
I was under the impression that test users are created at an organization level. However, it turns out that only the developer that created the test user can manage them via the 'Test User' tab in the Developer Dashboard. Other developers can't even see these test users (even if they have the admin role). According to the docs here, test users "Are visible to users with admin or developer roles in the Developer Dashboard" When clicking on 'Manage Friends' for a specific test user, I can see that there's an 'Owner' property. It's also worth noting, that I actually do have the option to add a test user created by someone else as a friend to one of my own test users. However, displaying a list of all test users in an organization is not possible. Only the test users that I created are visible in the 'Test Users' tab. I don't see why every developer with appropriate permissions shouldn't be able to do as the documentation suggests and display the list of all test users in an
Getting the Oculus platform services working with Unreal has been unbelievably painful. I'm using UE4.27 and my game is nearly ready for AppLab submission but I cannot figure out why my app crashes when joining a multiplayer session. I completed my data use checkup form and have been approved for User Id, User Profile, Friends, Invites, and Matchmaking. I've configured a matchmaking pool:I have the following online subsystem plugins enabled in my project: Online Subsystem, Online Subsystem Null, Online Subsystem Oculus, Online Subsystem Utils. I have an event on my GameInstance which creates a multiplayer session and opens my main level as a listen server:There is another event on my GameInstance that can be called to join the first multiplayer session it finds:When Headset A calls CreateMultiplayerMatch it seems to successfully create a multiplayer session in my "Rated" matchmaking pool. I can see "matchmaking enqueue room" and "matchmaking enqueue user" en
Hi All, I have OVRPlayerController prefab in my scene. When I walk (Front, Back, Left, Right) with Oculus headset the camera is moving but the player holds the same position.I am attaching the screenshots that the problem I am getting, Please check :The below screenshot is when the player is in initial position : The below screenshot is when the player walk : I want the Player(Character Controller) and the Camera to move together.I have added the CharacterCameraConstraint script to my OVRPlayerController but still, I am getting the same problem.Can anyone help me to resolve the problem?Thanks in advance.
I've gone through most or all of the setup procedure (with a few points of confusion.) But in the end, Unity is not showing any "Oculus" option in the top menu. What is the root cause of this? Trying to develop for Quest 2.
Oculus now provides the ability to map out your couch/chair & desk through their guardian system.Is it possible to read the position & scale of the couch & desk guardians through Unity/C# to use within an app?e.g positioning a couch/desk game object based on these guardian properties.
Hi!I have task to launch a native Android app (specially edited) on the Oculus Quest 2.I am doing minimal research on this matter, created a primitive native Android Kotlin plugin and launched it just on the Oculus using Unity. Everything works fine. Activity started and I can interact with Android UI.But when I build project for Oculus (with XR plugin and etc), I got "three loading dots" and nothing else (log shows that the activity has gone through all the stages of it's life cycle).As an experiment, I tried to call a function from my Android Native Plugin, which should display a regular Android Toast, but it also doesn't work out (doesn't appear). But if call a simple function implemented in the plugin (e.x. multiplication function), then the logs contain the result of its execution. That is, the plugin is connected and working.I have a lot of experience in writing native apps, but I've been dealing with Unity+Oculus for about a week and don't know where the problem might
We are using UE 4.26 to develop mission-based gamesBut we encountered a technical problem about the fog effect.I want to add a fog effect to the scene, but the scene uses the fog effect of UE4, which consumes a lot of performance.Then try POST process to simulate the fog effect. When the HDR effect of the phone is turned off, the Android mode does not support post-processing.Therefore, packaging into the headset has no effect, but the ordinary ES3.1 mode is feasible. I don't know if there is a problem with the settings, or quest vr does not support it.This question may be relatively elementary, but it is still more difficult for us. He has troubled us for 2 months, and there has been no particularly good solution.I wonder if I can share some production methods and ideas, how can I use ue4 to produce a satisfactory fog effect on the quest platform! Hope to get answers and help from the predecessors!
I’m fairly new to VR development through Unity, so forgive me if I miss something obvious! I am currently using Unity 2020.3.22f, XR management set up, everything is working great for actually receiving input from the Quest except for one thing: the hands. While if I can add spheres to the hands, confirming that they are being tracked, the OVRHand prefab shows nothing at all, and the CustomOVR hand does not track my hand movements at all! Any clue what I’m missing here?
Having just run into the brick wall many indie developers have talked about trying to get a concept / app approved for the Quest store, I have started looking at the new App Labs option.One drawback is that App Labs says it don't support paid add-ons - Error - "App lab apps cannot create paid Add-ons" Does anyone know if / when this support is coming - or have any good alternative suggestions?
Been trying for 7 days now- numerous emails back and forth with tech support 1 Quest 22 RiftsIphone About ready to give up. Was going to teach VR with Unity and Oculus, but only thing students have learned so far is that if you want to be a developer then probably best to buy a different headset. Other companies simply enable developer mode - not tied into Facebook.
Avez-vous un spécial pour moi pour oculus quest 2 merci
Hey all, I am currently working on an application that uses the Passthrough API available for unity and everything has been honky dory. Until this morning. Knowing that I have to use powershell to get the API to work every time I turn on my Quest 2, I did that this morning and this time it did not seem to work. Thinking I botched something in my code I went back to older versions of my app and it STILL is not working. Did Oculus release a silent update for this? I noticed that it even gave me a popup in the headset for apps that are using the Passthrough API (something I do not remember noticing before).Please tell me I am missing something simple here because I really do not know where to go from here, my development is at a complete halt now.Thankful for any responses!
Hi there, I’m in trouble. As soon as I updated ODH version to version 2.0.0 my project starts crashing all the time. I’m using Unreal engine niagara module script. With this feature I’m able to change the size of the geometry on the run.Now it’s crashing as soon as I call this function. Please give me an advice on how to be in this difficult situation because this bug completely blocked any possibility to go further. Thanks in advance.
I created 3 spheres, different colors, and added the grabbable scripts to them. When I grab them, the first one I grab is the only one I can grab again. I drop it and try to grab a different color but the same color is picked up.I can't figure out what is wrong.
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