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Hi!In my game I have a few quads with the video player component on them. They are all playing different videos at the same time but when I start the game on the Oculus Quest it is as if all players are playing all clip at the same time as the quads are flickering between all clips. They are working fine in play mode in the editor and in a windows build. Has anyone else had this problem before or knows how to fix it?Here is a video of it: https://youtu.be/qYay41Kqxlc
I just installed latest version of Oculus Developer Hub because the guy in the connect video was raving about. When I run it, I just get a blank white window. I am running Windows 7 Pro. Do I need Windows 10 or something?
i have made a organization as prompted to do after all of that when i go into app to click the tab to turn on developer mode it comes up with a icon that says become a developer and says start creating to register and a tab that says no thanks or start creating or no thanks .if i press start creating it takes me back to make me create another org and that stuff from the start what em i doing wrong thanks
This section focuses on any questions, issues, and challenges regarding development using other engines (Godot, LOVR, custom engines, etc.). When posting, please choose the appropriate label to help others identify which engine you're using!
I am currently implementing OpenXR for Quest into my custom game engine and am running into some issues:An action bound to "/user/hand/left/input/menu/click" gets triggered by the "Y" button AND the "menu" button. I'd expect it to only be triggered by the "menu" button.There is no "local floor" reference space in OpenXR, is the "stage" reference space supposed to be the new normal for standing experiences? Meaning no more resetting? Is it ok to still catch the reset event and move the UI in front of the player? Would be great if there was some documentation somewhere on what the expected behavior is now that the old default is apparently not a thing anymore.Performance levels are different, there is power saving, low, high and boost. Setting it to power saving does seem to do nothing, while LOW corresponds to a level of 1, HIGH is 2 and BOOST is 3 (Only checked on Quest 2). But BOOST is meant to not be thermally sustainable, while level 3 usually seems to be perfectly fine and is
Hello,I was just wondering if there are plans to create Avatar shaders which are compatible with Unity's Lightweight Render Pipeline in the near future?Currently they render in pink as they are not compatible. We make frequent use of the LWRP VR as the advantages help a lot performance wise, however this stops us from using the Avatar resources in apps which we would prefer to include.It would be great if there'd be some support or information regarding this.
(this is an expanded version of a Twitter thread left yesterday) The video shared on Facebook the other day states that auto captions will be available at system level and apply to all VR locations a user/player can travel to. Auto captions - commonly referred to by the community as "craptions" - are not a substitute for proper captions. On top of the inaccuracy issues they are unable to fully understand context and meaning, especially for captioning sounds. And effective VR captioning has to be able to interact with the game world itself, as you can see in games like Vacation Simulator and Virtual Virtual Reality. This is necessary for avoidance of vergence accomodation conflict. If you're going to continue down the path of offering them you need to very clearly explain that they are solely a player tool to improve the accessibility of the small minority of legacy games that were built without subtitling. You should not be telling developers that they are a time a
EDIT 10/29: We announced a new version of cloud storage called Cloud Backup which will release later this year. Please see our announcement blog post and our FAQ. More documentation will be shared closer to the feature's release. We recommend all developers not use the Oculus platform’s current Cloud Storage service (v2) as it is causing some applications to not launch. If you are using Cloud Storage v2, you can disable it in the Developer Dashboard. Steps to Disable:Go to Platform Services and click the “View” button on the “Cloud Storage" tile. In the “Key Value Storage” tab, click ‘Clear All’ if needed. In the “File Storage” tab, click “Disable File Storage V2”, then “Disable”.You’ll know you’ve successfully disabled Cloud Storage if, in the Platform Services page, the Cloud Services tile now has an “Add Service” button. Thank you!
It isn't clear to me from the documentation. If I develop for Oculus Quest, should I change Color Gamut from 'Rift_CV1' to 'Rec_2020' or 'Quest'. If so, which one and why?
Hi, I want to develop content for Vive pro and Vive Cosmosbut I don't really want to buy them because I plan to get a Oculus Q2 Can I develop and test SteamVR content for VIVE and use Oculus in the development for testing?Will it cause any problems? for example Key bindings? I would be very grateful if you could help me with this! Thanks!
Hi!Simply, I am working on a website which is very similar to Youtube. And I will try to make an VR app just like YouTube VR . Or What kind of program should I develop?Unity? Android?
Im not a huge developer guy. the most I learned so far is python, and im not that good at it so far. I just did even more research, and i throw in the towel. If anyone has freetime, can they do this? or if not atleast give me some pointers?
Suddenly I lost my developer mode on quest 2 .How could I recover it ?
Hi, Just bought the OQ2, I am aware the dev mode has an issue currently. However, I cannot even add the Headset to the PC Dev Hub software as directed by the warning bubble that appears when logging into the Dev Account online. All the Hub does is direct me to use the phone app, then the phone app directs me to a web page (on my phone which is poorly developed and looks non native). Any assistance here would be great! TL;DR - Unable to add the headset/device to my hub or access Developer mode in any suite of tools available. Thanks Cookie
I have developed an app where videos(mp4) would be stored in the data path, loaded in runtime and played via Unity's Video Player. The app has been around since development in the original Quest and it runs smoothly. But recently we've experimented with Quest 2 and the video seems to freeze intermittently. The freezes can range being a couple of skipped frames to the image being frozen for the entire duration of the video. Testing on the Quest 2, game performance also dropped, namely the game can freeze for a second or two after videos have finished playing.
GPU spec for oculus link will be really required such as "GTX 1060 Super" which has more than 6GB VRAM ?Due to slim body, my PC can be mount such as GTX 1650 4GT LP 4GB GDDR5.What is trigger or logic which software judge whether oculus link will work or not ?It really judge GPU's spec type, VRAM ...etc ?
anyone know how to become a oculus beta tester for headsets if so msg me i also do it free testing headsets is a hobby of mineusername is KIRUT0 thx
Hello everybody, I'm designing a VR performance, in which the user would interact with a real-time point cloud of the space around them.I am using an Intel RealSense D435i depth camera (all the processing is done in the device) and an Oculus Quest, and I'm developing in Unity.My question is:Is it technically possible for the Quest to communicate with the RealSense camera, through the USB-C port ? If not, is it a hardware limitation (for example, the Quest can't even power the RealSense) or is it a driver / android library / unity sdk limitation ?So far, my test pointcloud-viewer project builds without errors and when I connect the Realsense to the Quest I get the familiar sound of the Quest recognizing that something connected to it, but the actual app does not show any pointcloud at all, and the depth camera is clearly inactive (no flashing laser, no IR illumination in the room when viewed in Passthrough mode).This is new ground, so any help would be greatly appreciated!
This section focuses on any questions, issues, and feedback regarding specific SDKs and integrations released for Oculus VR development! Please take a look at any SDK-specific boards and/or topics!
Does anyone know if it is possible through either ADB or something else, to be able to macro record the quest 2 touch controller inputs and playback the recorded macro after assigning it to hot key? Also would it make a difference if the quest 2 was airlinked to pc or wire linked?
What's the maximum display brightness of Oculus Quest 2, in nits?
So I had the same issue as you met. And I have gotten it back now. https://developer.oculus.com/manage/verifyIt worked for me. Oculus requires payment verification for the developers. So I filled them in and got my mode back.There is the other way to solve it :Oculus Developer Hub(or you have it before)I heard someone succeeded by using ODH to get it back. Reconnect your device from "Set up new device". And this requires the Bluetooth function on your PC,follow the guide to set it up then you can activate it from PC
Hello,As the title says, I am developing with a quest 2 on a Mac OS using Unity. I would like to test the workflow on the computer screen instead of the headset. It seems I am not able to get the user info for example or make the sdk to work. Does that mean unity editor is not being supported from oculus Platform SDK?
Hi there, I'm trying to add an account to my org on the Developer Dashboard. But whenever I try and add an account through the ''Add member'' button, it doesn't work. I press enter after I typed in the account name & it just keeps 'loading' it seems. The 'add' button is greyed out. I can't add any account.
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