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I am planning on releasing an XR app for both Oculus Rift and Quest simultaneously (I guess the closest example of this would be something like Vader Immortal that uses higher quality textures on the Rift but also runs on the Quest with lower quality assets and textures). How do I set up a project like this? It seems like there is only a rift type product and a quest [app lab]-type product as choices, but nothing that combines the two. Thank you!
Hello Oculus,Here I wanna clarify few things, that breaking my head for long time for building apps for oculus quest and quest 2. I'm a developer playing around with unity and making VR applications. Now I wanna take this to a next level by adding Oculus Platform features like Avatar system, Login feature. I can not find a full tutorial or course that can guide me to integrate the above mentioned features with unity. I'm struggling to use oculus integration package and implemeting Avatar system and login system for my app with the existing developer documentation. I need your help and assistance on doing the integration part. Kindly lookinto this and point me to the right direction for makig my app with unity with features like avatar system and login. Thanks in advance.
Hi there, I'm uploading a multiplayer experience to the app lab. The App is a tour that has two apk's one is the guide; which can enter the experience and go through it on his own. The other one is the tourist who needs the guide to enter and approve him to go to launch the app after him. On the App Lab, how/ where could I link the tourist app with the guide app? Both of them has an .obb files. Thanks
Hi there,I'm trying to upload my Quest app on the app lab. The size of it is 3.5 GB and I'm splitting it using the obb but there's a limitation for the .obb not to accede 2GB in Unity. Does anyone faced this issue before? I'm having this error when I'm trying to build: "OBB file is too large for Google Play (max 2GB). See the Console for details."
I've been puzzling over this performance issue for a while now. I'm building a Oculus VR game for the Oculus Quest, everything is going great but the performance specifically in builds really tanks while it's great in the editor. I've looked around and haven't really found any solution to this. I'm using Unity 2020.1.3f1 Profiler in Editor: Profiler in Build: Any help would be greatly appreciated as this issue is really killing development. Thank you. (I sent oculus a ticket, twice actually, and the second time I was just sent here .-. )
We're trying to implement the entitlement check in a way that we can quit the app if the test fails. The game is on a beta channel and I've invited a user to this channel (not registered as a dev for the organisation).The script used (Oculus sample code) returns "success" if this player runs the game. If I remove the player from the channel the check still returns success which isn't what I expect from the check. What are the rules and conditions for the entitlement check?Simon
So here's a bug that's been plaguing me for the last 18 months. Initially I chalked it up to the Quest being quite new, and just walked away from it as a dev platform expecting it to be fixed eventually. I tried again recently, and this is still a problem!Basically, when drawing more than a few thousand vertices with Graphics.DrawProcedural in a shader that uses SV_VertexID to fetch elements from a StructuredBuffer, things work perfectly fine in standalone builds, but on Quest everything goes crazy. All the vertices end up with bizarre positions, normals, etc, resulting in huge triangles going everywhere. Even stranger, vertices that aren't part of my system, such as the default Avatar hands, also have their vertices corrupted! I've experienced similar problems in the past using Graphics.DrawMeshInstancedIndirectThere's no difference if I'm running in OpenGL ES 3.1+AEP, OpenGL ES 3.2, or Vulkan. I've tried messing with all sorts of settings, with no luck. Has anyone had any luck with C
I am trying to validate the formal process for submitting b2b apps (apps only available to other businesses or approved for keys). My question is, when we want to publish a b2b application, do we follow the same formal process required to publish any Quest application? If so, do we specifically mention in the 'pitch' that the application is a business application and should not be displayed on the store? I understand that Oculus is releasing or has released an enterprise system for internal/enterprise apps but this doesn't solve business apps sold to x number of businesses.
Hi, i need to develop an app for a museum with oculus go. I need to automatically start my application at 9:00 am at every day.In a previous version with Gear 360 i do that creating a service apk that runs my apk. Than my app uses a server-client protocol to connect to a tablet and from that tablet i can control all the system with an app.So, can I install that service on oculus go to? Or there is any way to run my app remotely from a tablet or computer or phone?
Hi,I am porting my impostors Unity code from Windows to Oculus Quest (Android), and I am just having very weird performance issues.The way I implement impostors is by rendering several views of an object or character into different textures, which I then put into different texture atlases that I assemble into one texture2D array.On Windows everything works fine and it's amazing how fast it can go when combining this with DrawMeshInstancedIndirect.Obviously, since we are just rendering one quad per instance.The problem is when I build my application for Oculus Quest.I know that the GPU is not going to be as powerfull as a Desktop one, but the performance is really low and bad.While debugging a lot and going to the most simple case and the most simple shader, I have noticed that the performance drops because of accessing to the texture 2D array.If instead of using a texture2Darray I just use a simple 2D texture and sample it, the performance is extremely good.Has anybody encountered such
Hi, so i managed to get my hands tracked with Oculus Link inside Unity, but I noticed that, even though the mesh displays my hands correctly, the actual bones are not getting updated and my finger pointer is always off. How do I make the bones update with my hands meshes? By the way, one weird thing. If I put a debug.log inside skeleton bones update section, the hands start tracking a bit worse and more laggy (because of millions of debug.logs) but then the bones are following my hands every frame..Thanks for help.
A lot of people ask for passthrough video access, which clearly has privacy concerns. A simpler and safer way to get us 80% of the way there would be to using something like Harris Corner Detection https://opencv24-python-tutorials.readthedocs.io/en/latest/py_tutorials/py_feature2d/py_features_harris/py_features_harris.html Providing developers with an API that providers corners in view, would allow an easy room calibration process for better AR / Mixed reality experiences without surrendering the raw video feed.
Hi everyone,using Oculus Integration and OVRCustomHand prefab, I'm trying to write a simple script that tells me which hand hitted/triggered a specific object.I tried use OnTriggerEnter() method, but the referred collider (CapsuleCollider) doesn't have any information of the hand. What do you suggest I do? Thanks in advance.
In general for Quest/Quest2 development is it better to render to larger eye textures and let the layer compositor sample or to render to device (recommended) sized eye textures with multi-sampling in the render pass?
Hey, all! I'm an Instructional Technology Coach for a district that is looking to implement a beginner Oculus developer course for our kiddos. Does anyone have experience with this?
I need to detect in native C++ whether the device is a Quest or Quest 2, in order to optimize performance. What is the correct way to do this in the API?
Any chance on getting a reference implementation for Vulkan Foveated rendering (fixed or dynamic) within an OpenXR context? Been working through implementation with XrSwapchainCreateInfoFoveationFB and flags set to XR_SWAPCHAIN_CREATE_FOVEATION_FRAGMENT_DENSITY_MAP_BIT_FB and can create the swapchain fine, but unable to fish the VkImage references back out after creation. Any help appreciated, example even better!
Hello, I'm having trouble with an .apk that accesses the user's files on the device's SD Card. The .apk works fine on the Go but on the Quest, it returns "no files found" even though the same files are located in the same directory on the SD Card. In both cases, the path is: sdcard/Pagoni I noticed that when using Android File Transfer, the root window has a different name for each device. The Go root is "VR-Headset": And the Quest says Quest: Question - Does this mean the explicit path to user storage on the SD Card is different between Go and Quest? What should the path be on Quest to be within the scope of the .apk? Thanks for your help!
I have been successfully building and installing my project on business headsets for months using Unity 2021.1. I switched to 2021.2 recently and now the APK won't run (crashes immediately) on an OFB headset even though it runs on a commercial headset. I tried a very basic scene to make sure it wasn't a memory issue. After a lot of searching and experimenting I downgraded to 2021.1 again, but the problem persists. I did a file comparison between the project settings of a known working project and didn't see anything that could cause the issue.Has anyone experienced something similar, or know a project/build setting that might be the culprit?This is the logcat error I'm getting:2021-09-23T20:57:50.073Z: info2563/1043 WindowManagerWIN DEATH: Window{a23a355 u0 com.mycompany.myproject/com.unity3d.player.UnityPlayerActivity} 2021-09-23T20:57:50.072Z: error1134/1043 InputDispatcherchannel 'a23a355 com.mycompany.myproject/com.unity3d.player.UnityPlayerActivity (server)' ~ Channel is unrecover
Due to dead controller and lack of sales, I no longer can use my console, is it possible for developers to enable the iOS app to work as a controller for the Oculus Go?Thank you.
Hi! We are working on an art installation for an event. The developer is having trouble linking 5 Oculus to the VR background he designed. We want them to perform like having 5 multiplayer enjoying individual experiences of the same virtual space. The issue is that that space will be modified live with each group of participants who create a phrase together. A new sentence will be made and available to be read every round of five participants. Any ideas on how to make it work without having a computer or cellphone for each Oculus? We cannot seal it and upload it to each device as an app because, as I said, it will display a new phrase after each group.
Hello,we're working on a Unity VR experience where a mobile client interacts with the player's VR scene. The mobile client must have a visual feedback of what the VR user is doing, like mirroring. Since this must happen outside the local network, traditional mirroring is not an option.We are sending screenshots from the Oculus Quest to the mobile client every 5 seconds using our own API but capturing the screen it's not easy:- using Unity's ReadPixels returns a black image.- using Unity's CaptureScreen class briefly freezes the VR app.- using a native plugin return a black image, since the UnityActivity's SurfaceView is always empty.At the moment the CaptureScreen class is working pretty well but the freezes ruin the experience. If you have any suggestion about how making the screenshot "faster" or achieve the remote mirroring we need would be very appreciated. Thanks.
On a built project for Quest 2, I set the framerate to 90 with OVRPlugin.systemDisplayFrequency. It works. Just not when opening the app from the home menu, because it stars at around 72 and stays there with fluctuations, I have to press the Oculus Home button and go back to the app for it to reach 90fps.I'm using Unity 2020, XR plugin 1.8.1, Integration 25.
Hello, I'm trying to get the current list of connected friends. I'm working with two Oculus Quest 2 headsets with different Facebook accounts. The 2 accounts are friend with each other. My starting point is the Oculus SDK Unreal sample (V 28.0), I'm using the Online Friend List Widget. When I open the map containing this widget, the list of friends is always empty even if I push the Refresh button. It's also empty even if the two players are connected on the application. I've tried some debugging by adding logs in OnlineFriendsInterfaceOculus.cpp, in FOnlineFriendsOculus::OnQueryFriendsComplete(), UserNum is always equal to 0, I guess it means that no friend has been found by OVR, but I can't debug this part unfortunately... Note that I have no issue with the matchmaking feature, atfer struggling a lot I've made it work, but I'm not able to get the friends feature working ... I woul really appreciate if someone make it works have any idea about how to fix it. T
Please let me know! OVRCameraRig of Oculus Integration V.31 that supports OpenXR should work with OpenXR plug-in + latest SteamVR Runtime, but it didn't work.Is it a misunderstanding?
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