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Hi I am pretty new to this so apologies if I have missed something. I have tried enabling FFR via ADB on both Quest 1 and 2 however it doesn not appear to be working on the quest 2. Command used:adb shell setprop debug.oculus.foveation.level 4 This shows up in the Home on Quest 1 but has no effect on 2. I have removed the headset foam so I can see right to the edge of the screen. Can anyone provide any insight? Thanks!Brad
Hi all, The following code is always returning false, the only thing that works is trigger. void checkButtons() { print("OVRInput.GetDown(OVRInput.Button.One)"); print(OVRInput.GetDown(OVRInput.Button.One)); print("OVRInput.GetDown(OVRInput.Button.Two)"); print(OVRInput.GetDown(OVRInput.Button.Two)); print("OVRInput.GetDown(OVRInput.RawButton.X)"); print(OVRInput.GetDown(OVRInput.RawButton.X)); print("OVRInput.GetDown(OVRInput.RawButton.A)"); print(OVRInput.GetDown(OVRInput.RawButton.A)); if (OVRInput.GetDown(OVRInput.Button.One)) { print("Button1"); resetBlocks(); } if (OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger) > 0.2f) { print("Trigger"); RaycastHit hit; if (Physics.Raycast(transform.position, transform.forward, out hit, 30)) { int pos = Array.IndexOf(material
When a user clicks exit in the Quest system Menu overlay, my OpenXR app's session state transitions from XR_SESSION_STATE_STOPPING -> XR_SESSION_STATE_IDLE (as per OpenXR spec) but nevers transitions to the XR_SESSION_STATE_EXITING state unless an explicit call to xrRequestExitSession is made before or on a transition to STOPPING. If I do not call xrRequestExitSession just exit after transition to XR_SESSION_STATE_IDLE, when xrDestroySession/Instance is called an exception is thrown so my app never does a clean exit this way.
Hi, I'm preparing a project for the mission game. Do you want to know the contact information of the staff with the platform? I was wondering if there were any documents or Convenient development later! If you have contact information or contact person, please leave a message to me, thank you!
Hi,I am developing a Quest app for a client using Unity3D and Oculus Integration.My client wants to use a hand tracking but still wants to use controllers at some points.Currently, to switch the mode, I need to back to the Lobby and toggle the hands/controllers mode in the settings.But is there a way to switch the mode through C# so I can switch it without exiting the app? Like when you push a button on controllers, you can use hand tracking, and then with a gesture, you can back to the controller mode.If there is not, it would be really great to have it so people can switch it in the app.Thank you.
Hello, how can I toggle between hand tracking and controllers during Unity runtime (without having to return to Oculus menu)?
Since the initial development of the oculus quest I have been enthralled with the oculus company. I led many people to purchase oculus quest and quest 2 (6+). I have been an advocate for the business and always wanted to see it succeed. Over the past couple months my interest in the platform has plummeted. I joined a clan that wanted me to have a tag in my name…. Didn’t know at the time it would take me six months to change it back. So the clan dies and here I am still stuck with the name. It seems crazy to me that you can’t change a username more frequently than ever six months. I took a step back from the games. I refrained from playing my headset for 5 months 17 days. Not knowing when I changed my name I message the company and they reply back that I still cannot change my name. I mean it’s a small issue right? Just my display name…. But all the same while I wasn’t gaming they began adding adds to games that aren’t free. Who knows how far they are willing to push facebooks agen
I am trying to create in game buttons that will open up a page to my other games in the oculus store. I am building in unity for the Quest 2. Does anyone know how to do this?
We successfully launched the game on Quest 2, but it has a lot of issues with optimization and graphics. We trying to make an optimization through Device Profile for Android in UE4 (because we want to maintain both PC and Quest versions in one project), but couldn't find enough info on how to do it. Maybe you can help with best practices and Device Profile parameters for this?
I'm not the one to go to in the act of modding but in the oculus community ive noticed when people do modify a game on the platform there is a warning type pop up before opening the game. Why doesn't oculus like modding and why would it be a bad thing in a development perspective?
I use Unreal 4 and it’s set up【AndroidManifest.xml】-》【android:glEsVersion="0x00030001"】,But the audit system still tells me the error! The shader I use is valkan, not OpenGL, Unreal Engine, and it is not easy to develop mobile devices. We have spent 2 years preparing this project. Please help us, let our little chickens become virtual Players of the world, say "Hello, world!"
Hi, If I want to implement ray tracing algorithm, for example Whitted ray tracing for Oculus, what would be the best APIs to do that? I read both the Unity3D and Unreal Engine 4.26 does not support ray tracing for VR.
I am using the Mixed Reality Capture Tool (latest version 5.1.1) with a custom Unity App using the default MRC scene template. I am doing MRC with a quest 2 using the oculus link so I choose Rift S when using the tool. When I calibrate my camera and run the app and OBS everything works fine, but then if I re-run the app later in the day the calibration is all off and I have to recalibrate. It's a painstaking process and really annoying that it gets off for some reason. The camera has not moved. Any idea what the issue could be? It would be great if the tool/api would say where the calibration is stored so it could be saved externally and verified. It's way too much of a black box now. This would also be helpful to have separate calibrations for different setups.
Hi. I am following the course from https://learn.unrealengine.com/home/LearningPath/117459 called Oculus VR Production for Unreal Engine.It took me many hours of trying to set the project. One by one I was overcoming some difficulties, but I've been stack for 5 hours on this one.I think it's important to mention that I am developing for Oculus Quest 1 from the MacOS.My Oculus executable actions are missing when trying to make the first step "Verify Entitles".I've turned the Oculus Subsystem on, disabled all the other Subsystems. I validated the project for Android platform so the project fires off on the Oculus as expected. I also edited project's file DefaultEngine.ini and added these lines:[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueOculusAppId=[app_id_here]I also edited Engine's file AndroidEngine.ini with those lines[OnlineSubsystemOculus]OculusAppId= [app id here]But I've also tried with these lines[OnlineSubsystem]DefaultPlatformService=Oculu
Hi. Is it possible to do handtracking with the PC SDK? Reading through the documentation didn't help. We build simulators, and our product currently uses Leap Motion to do the tracking and interact with virtual buttons. For what I understood this is only doable in Unity, am I wrong? Can someone confirm this is doable outside of Untiy/Unreal Engine? Thanks.
Hi,I am using the sample scene 'ControllerModels' included in the latest Oculus Integration package. However, on running the app on Quest 2, Oculus Rift controllers are being displayed instead of Quest 2 controllers. Is this a known issue with the integration package? Unity version: 2020.3.12f1Oculus XR Plugin: v1.10.0Oculus Integration: v32.0 Please let me know how this can be resolved?Thanks,Sidhant
Hello everyone, I have a bit of an odd question. I'm working on a heavier project, and I was wondering if you can publish to the Oculus store for only the Quest 2's Link Cable and what the parameters of your project would have to be for that. I know that you can begin a game using Link without needing the Oculus Store, but I was wondering if it is an option to publish specifically for this purpose. As far as I know you can publish for either Quest 2 or Quest, and don't need a version for each in the Oculus store. Is this also true? I can't seem to find a clear answer as I read through different forums. Thank you so much!
Hi there,I'm wondering.. Probably someone knows.. Is it possible to use Unreal Engine Niagara with collision enabled? When I'm trying to turn it on, Niagara particles simply dissappear in my scene. I've tried bunch of different setting but it simply doesn't work, but I can see everything playing as it is on my desktop workstation. Is it Oculus limitation?
Has anyone had any luck getting the PassthroughHands demo working from the Oculus Unity plugin? It seems that in order to use hand tracking you need the legacy LibOVR backend, but to use passthrough api you need the OpenXR backend. Considering there's a demo that seems to use both handtracking and passthrough, I'd think there must be a way to use both but I can't figure it out
Hi, For my application, I need to access the noisy positions (and if possible velocities) the Oculus Quest heaset uses as input for its Kalman filter (and inertial filter) whenever they are available and even if Kalman filter output positions and velocities are disregarded by the headset as insufficient. The Kalman determined positions and velocities are available much, much too late when making a fast movement from behind : the first image with the controller appears sometimes when the device is in front of me (often only at 40° or even 20° of the HMD forward z). Since I can not force the gamer to restrict himself to slow motions, the lack of these data (even if dreadfully noisy), is a blocking position for me. I have read and read all the possible documentations and found nothing. I would have used the four monochrome cameras if they where readable, but they are not. Has somebody a clue ? I'd rather develop games for oculus (spacial autonomy is great), not for Viv
I am working on profiling our game for Quest 1, but the Oculus GetAppPerfStats function call returns an empty struct, regardless of how I call it. Is this function supported on Quest 1 at all? Do I need to enable perf stats support somehow on adb first? Note that we are *not* using OpenXR. We are using the default legacy oculus integration.
The More settings option isn't on my oculus app and I'm trying to turn on developer mode on
Hi Folks, I'm really struggling to find information on how to use the hand tracking for quest 2 in Unity. Most of the tutorials seems to be out of date as updates have changed things and I can't tell what is the current correct implementation. Anyway... I have a scene with hand tracking activated. The scene has a Canvas which has some UI<Button objects on it. I can click them with the controllers, but I'd like to be able to poke them my index finger. Is this easy to implement? I've tried dragging the interactabletoolsSKDdriver into the heirarchy and I can see the fingertipindextool. But it's not doing anything. Do I need to do something to make the buttons react to the fingertip? Thanks
Hi.I have an app where I used the internal storage /Movies folder to store 360 videos for an app. This was fine when I was developing but now that I would like the app on AppLab this doesn't seem to be a god way.So far I have found that I have to split the videos up into 4 gb DLC packages and then rewrite some code. Has anybody else handled this issue a better way?Have a nice day.
New UE version 4.27.0 - As before, I think its useful to put the changes / issues in one topic for an easy overview and to reduce wasting time trying to solve (known) issues. 210821 Just started testing so a short list:- The official GPU lightmass is updated. The IES lights only work well with stationary lights at the moment. With static the light pattern is pointing in the wrong direction and this can't be changed in any way.- The OpenXR plugin works out of the box with Quest. Just make sure the Oculus openXR plugin is enabled or it won't work. I did notice a massive performance drop when migrating a project to the default VR template that comes with 4.27.0. No clue why (yet). -> see edit 210823 and 210909- Migrating 4.27.p4 projects to the 4.27.0 result in black meshes in Quest for me. No clue why (yet).- In Movie Render Queue you now should be able to add batch rendering of camera's (still images) without going through sequencer as well. Just no documentation available yet h
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