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So I just got my quest 2 and the link but whenever I try to run a game from the oculus software it displays on my pc and not the quest itself, the screen on the quest is black or has 3 loading dots but nothing ever loads. my pc is VR compatable
How to create a new organization ?
Hi all, I’m curious as to the real-world implications of moving audio-intensive Unreal projects onto Quest 2. In particular, would it be worth the effort to build an Unreal audio plugin doing physical modeling for Unreal Engine to run it on Quest 2 or would the Android/Snapdragon combo strain/buckle/collapse under the weight? It’s not a trivial amount of work so it would be super helpful if anyone has thoughts as to how a 4-16 voice bowed string physical model implementation (from the STK synthesis toolkit) might perform on Quest 2. Or any real-world feedback as to how other nonlinear audio intensive projects have fared on Quest 2. Thanks in advance!
Hello everyone.I'm facing a really weird bug in oculus application for android devices.I have 6 oculus devices and I'm developing a project using unreal engine 4 everything was normal until sudelly my oculus device all of them refuse to connect with UE4 or even side quest ( no device found showing in side quest , I can't no longer build with UE4 to test my game) i tryied to install and desinstall th ADB but always showing the same problem no divices found I did a lot of research and the only solution is to enabled the mode developper in oculus app ( I enable it the first time I connecr to the occlus App for the 6 devices ) I open the app but I couldn't find the mode developper at all it was there like 2 days ago and now it's gone I try older verson I install it in different verson of phone but I get nothing please dose anyone face this problem before or have any ideas because I'm stuck in this for a while and couldn't continue developing my game Ps : I tried to factory reset
Hi there,I've uploaded a few custom items that we want to give away with achievements. They seem to have uploaded fine but now when I try to submit them for review, I get "Request Timed Out" errors (or a variety of other errors), and the state stays as "Draft".Is this a temporary server problem, or am I doing something wrong on my end?Thanks,Rob.
How to access the storage size of Quest2 when connecting it to computer via Oculus Link? Ex:Get the message : 72Gb/128Gb Available
========= Research subject =========○ AI-based dance motion feedback using XR devices - Development of motion video recording technology using smartphone camera - Save the video itself in video format - Save the outline data of the motion using OpenCV(linked list format) - Using OpenCV, image frame-by-frame shading to store black and white shaded frame data(saved for use with Tensorflw's CNN model) - Saving the vertices of the image frame using OpenCV - Save the image file by dividing the video into frame units ========= Research conclusion =========- In order to use the motion capture data of people in the video, various libraries of OpenCV were used to analyze and process the video.- When data is imported as a data structure such as a point or line, the data capacity becomes smaller.Although there are advantages, there are problems in using data- The problem was that there were many difficulties in the evaluation method of dance only with poin
I started a new Unity project today for Rift, and went to my Oculus Dashboard to recall my app id... they used to be displayed on the main dashboard management screen that lists your apps. They don't appear to be listed there any more. I've looked through the app details, and can't find it anywhere. Did they move them or is this possibly a temporary website glitch?
Oculus, please develop a power injector for PCVR Quest2 users, Some games can be played for much longer than the battery life allows, even when taking breaks you don't want to turn the game off. I like my Q2 but I am seriously considering going back to my RiftS or going down the Reverb route.
Hi everyone, I am currently working on a 360 video player app that will feature a bunch of different 360 videos that can be downloaded and if possible streamed. I did some test in Unity and created a streaming server to serve some 360 videos it seems to work just fine in the quest 2 🙂 I am trying to find out what is allowed and what is NOT on a app on the store or app lab. I did read about IAP/DLC and OBB services from oculus. I am trying to see if its allowed to :Stream Video inside a appDownload videos and save them to the local storage (i assume its not and i will need to use DLC)If its possible to download and save a JSON and some images to local storage,I also assumed that the only way to have IAP going is to used the official API. (Only free DLC seems supported on the app lab) If anyone could give me precisions on what is and is not allowed when it comes to external data download and stream. Thanks a lot 🙂
Hi,We are interested in conducting tests and connecting USB ethernet adapter to the Quest 2.We came across a number of posts claiming Quest 2 v23 Update killed Ethernet support?Could you possibly provide a work around as we are in the middle of our tests and would like to either roll back to v22 or find a solution.Thank you
Hi everyone, I am currently working on a 360 video player app that will feature a bunch of different 360 videos that can be downloaded and if possible streamed. I did some test in Unity and created a streaming server to serve some 360 videos it seems to work just fine in the quest 2 🙂 I am trying to find out what is allowed and what is NOT on a app on the store or app lab. I did read about IAP/DLC and OBB services from oculus. I am trying to see if its allowed to : Stream Video inside a appDownload videos and save them to the local storage (i assume its not and i will need to use DLC)If its possible to download and save a JSON and some images to local storage,I also assumed that the only way to have IAP going is to used the official API. (Only free DLC seems supported on the app lab) If anyone could give me precisions on what is and is not allowed when it comes to external data download and stream. Thanks a lot 🙂
Hello!I have created a standalone VR app for Quest 2 using Unity. All is good. It works in Quest 1, I am told. I have never used a Quest 1. Here's the question, in Quest 2 I can walk around in the real world and this movement correlates to VR movement. So, if the playspace is big enough, I can wander through the entire VR level using real-world steps. I am told this does not work on Quest 1, they can only walk around in VR using the thumbsticks. If they walk in the real world and view in Quest 1 the environment stays static, like its attached to the headset. Taking a step forward does not create any VR forward movement. Is this a Quest 1 limitation, or a bug on my part?Unity version 2021.3.14 LTS. XRInteraction Toolkit 1.0.0-pre4. XR PLug-in Management is set to Oculus, with Quest 1 and 2 ticked.Cheers!
How do we now upload video files for Oculus TV with new hub? Web uploader now disabled...
Greetings Friends. I am brand-new to the Quest2 and a 3+ year novice at Unity. My intention is to simply Build-and-Run an app from Unity to the Q2. I've failed at that, being stuck here: . I've tried and failed at sideload. In attempts to enable Developer Mode in the app, my 5-digit code never appears and 'automatically detected' never pairs. Unity-to-Q2 or sideload, either would be fine, i just want to be able to test my own rudimentary games from Unity on the Q2.I don't want to be melodramatic, but if someone could PLEASE solve this fro me, i'll name my first-born child after you (which will piss her off since she just turned 34). :0 Thank You so much for any help. -k
have been running into this same issue submitting my app to the Oculus Store:The app runs noticeably lower than 60 frames per second on supported devices. Does anyone know to change the frames per second in Unity3D to 60 FPS?RenderDoc hasn't been helpful at all fixing this problem.
Hello,I'm working on a multiplayer project for the Oculus Go (Using Unreal 4.21 Launcher version). I've been able to create a build and upload it to the store for alpha. I can host a session on one Oculus Go just fine. And the second can search and find the session. However I'm running into an issue when I attempt to join a session on the second Oculus Go device. It Immediately crashes to the home screen. I've attempted changing to different maps. Sanity checking every plugin I have. And escalated it with friends who speak about the Samsung error (As seen in crash logs supplied) But no one knows how to fix it.Any help would be greatly appreciated. Thank you.
Hi Guys,I'm using an audio envelope in my project, moving geometry with the sound. In the case of Windows and Mac platforms, everything works fine. But, once I try to make a build for Oculus(Android), an audio envelope stops working. The same thing is with iPhone but, I didn't research it yet. So, the question is: Is it possible to get a working audio envelope for Android? It always shows 0 while the audio is playing. The same level in Widows version works perfectly. When I'm trying simple audio as source it works, but as soon as I'm trying media sound, android refuses to give an audio envelope data... In my case I need exactly media sound beacuse I would like to give user a posibility to change the music on the run. Thanks!
Hello! My Quest 2 is not working anymore. When I go on oculus app, it says "Cannot find headset." even though it is plugged in. I put it in the right USB spot I did everything right but it just, stopped working. I tried EVERYTHING to fix it, but it seems like nothing ever works. I even tried to ask for help here from my friend, who made an account to help me fix it, but IT NEVER WORKS. I tried all the methods and all the things that can fix it, nothing ever works. Please reply to me, I really want to use my oculus link!! ☹️
As per title: I was playing a bit with the parameters, so to configure it at best, and when I increased the Pitch past about 25 (I think), the whole OSD disappeared, and I couldn't bring it back, no matter what I did.I tried disabling, re-enabling, changing again all the parameters... it was simply gone for good.The only thing that worked was uninstalling and reinstalling the tool.
Hi folks, I just noticed that I now need to use the developer hub to push new builds. When I opened it I also noticed that I have no Production Channel available. Only the Alpha, Beta and RC channels are available.Does anyone know why this is the case and what I can do to fix it?Cheers
Is there a way to enable beyond arm length controller tracking?Details: I noticed Quest controllers stop tracking when they're about 2.5 meters from the headset. It seems like a hardware cut off as the tracking is great at 2.4 meters then freezes at 2.5 meters. Is there a way for an app to set a custom distance limit for controller tracking?
So I have haptics working, but I need a way to stop it. It seems to run for about a second or two then quits. But essentially i only want it to vibrate when I touch something. No longer touching, I want to be able to stop it.
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