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Hello!I am trying to implement Mixed Reality Capture in my Quest app.I am using Unity 2019.3.0f6, the newest Oculus integration plugin from Asset Store and Oculus XR plugin v1.3.4 installed via Unity Package Manager.Also, I have tried an older version of Unity and older Oculus pluginsBut I'm still facing the same problem - "virtual" oculus controllers (hands) positions not mutches with the"live" trackers - it looks like a virtual capture camera sits upper my head. But, when I run the "Mixed reality capture" app on my oculus, and run OBS, the real oculus controllers positions mutches with the virtual
Hello, I wish you a good day. I am developing an application with Unity 2020.3.7f1. I used SteamVR Unity Plugin - v2.7.3 (sdk 1.14.15) in my app. To test this, when I build and run on Oculus Quest 2, none of my hardware functions. How can I fix this issue and run my app on my Oculus Quest.The sdk I'm using is:XR Plugin Management Version 4.0.1 - February 11, 2021Oculus XR Plugin Version 1.9.1 - May 11, 2021
Hi, I am looking for an auto-calibration option in OCULUS QUEAT 2 to avoid manual calibration while going to a new location. Is there any way to set a permanent calibration perimeter when moving to different locations and also automatically calibratiate as per perimeter on unity application start?
HiIm new to oculus development (Oculus Quest 2) and im trying simple app for making screenshots and screen recording. But im having a problem with permission to retrieve MediaProjectionApiI start activity for result, and the standard android dialog for permission shows but, but without allow/deny buttons, so im stuck.MediaProjectionPermissionDialogThis is the dialog, sorry for the phone pic, but build in screenshot does not show this dialog.Found simmilar issue here https://github.com/rom1v/sndcpy/issues/75 but no solution either.My code for showing this dialog. This is in my MainActivity and the testMediaProjectionPermission method is call as onClickListener from a button. ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult( new ActivityResultContracts.StartActivityForResult(), new ActivityResultCallback<ActivityResult> () { @Override public void onActivityResult(ActivityResult result) { if(RESU
Hello, I am trying to save some data to the cloud using the CloudStorage2 API. It works well for me on my headset, but another colleague trying out the same gets this exception below. Kindly help me understand what conflict is this exactly and how can it be resolved? Thank you! CloudStorageBackgroundService: com.oculus.horizon.cloudstorage2.task.UploadSyncTask$UploadSyncException: Upload sync failed during step NEW_CONFLICT_CHECK: Upload conflicts detected: [/SampleDataFile.dat] 09-02 16:08:45.531 1975 2197 E CloudStorageBackgroundService: at com.oculus.horizon.cloudstorage2.task.UploadSyncTask$1.then(:48) 09-02 16:08:45.531 1975 2197 E CloudStorageBackgroundService: at X.0Da.run(:4) 09-02 16:08:45.531 1975 2197 E CloudStorageBackgroundService: at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:462) 09-02 16:08:45.531 1975 2197 E CloudStorageBackgroundService: at java.util.concurrent.FutureTask.run(FutureTask.java:266) 09-02 16:08:45.531 1975 2197 E CloudS
Hi, I'm developing an application for research purposes with Unreal Engine and Oculus Quest 2. I gather data about the position of the headset on each frame. I couldn't find any resource on the accuracy and precision of the Oculus Quest 2 position tracking of the headset. Is there any resource out there about the precision and accuracy of the Oculus Quest 2? I'm also trying to find where the centre of the headset is located on the head. Thanks,
Hi, with Unity 2020 and Quest2, what's the correct way to set a custom rendering resolution? I just want to lower it, i tried with UnityEngine.XR.XRSettings.eyeTextureResolutionScale but with no success. Thank!
I am recently trying to work with oculus hand tracking and honestly I am feeling a bit overwhelmed and confused and so please be patient if the question I am asking is a stupid or obvious one. I am a bit unsure about when I might want to use custom hands instead of the default hands provided by OVRHandPrefab? I am guessing it has to do with the appearance of the hands, but is there any other reason when Custom Hands would be better to use, functionality wise?
Is there a quick way to prototype hand tracking / hand interactions without coding or maybe a visual scripting to just make the process of implementation a bit faster? * I am developing for oculus quest and am looking at Unity, but if there is some other option that would allow me to do the implementation quickly and preferably with less or no coding, please let me know.
I'm working on a roomscale game that requires accurate incorporation of the guardian as well as tracking any changes immediately. A while back I posted here about getting guardian updates and I got the suggestion to use focus change and other events. That was super helpful and worked well. However, I recently changed some code to make it more efficient and now I have a new problem. It seems that if I call OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.PlayArea) immediately after I get focus back, I'll get the previous geometry and not the updated geometry. If I pause a bit, it works fine. There's some chance it is due to my code, but I think I've eliminated that as a possibility. Is there any event/callback/whatever that fires when the guardian changes on a Quest? If not, any thoughts/suggestions/directions to investigate? I'm currently using a delay of a few frames, but that seems hokey and open to problems. Thanks,Damon
Now that I have my head wrapped around how to use the new AR Passthrough API (using Unity), I want to try a "shared" AR experience for two players in the same physical room using stage tracking mode - maybe like hitting a floating ball back and forth (to keep it simple) or maybe a ping pong game: real room, virtual ball and table. How would you go about making sure that virtual objects appear in the same location for BOTH players in realtime? How would you synchronize the origin and initial orientation on the two Quests?
How do i set it up?
From a Windows PC, I am trying to indentify an Oculus Quest device connected to the same WIFI as the host computer. By doing a Ping Sweep, I am able to get a response from the Quest, and I've confirmed one of the IPs returned by the the ping sweep corresponds to the Quest. But afterwards, it's not possible to identify the IP by host name or device name, nothing. This is an important feature for us because we need a host PC to "discover" all Quest devices available on the network, so our PC application can connect to our headset application. So, is there any trick, protocol, or service running in the Quest that we could use to identify Quest devices on a network?
I would love to play games from the rift headset onto my oculus. The only problem is when i hook up my oculus to my gaming laptop it says I don't have the right graphics card, even though I have the highest graphics card (NVIDIA GeForce GTX 1050 Ti.) This has been happening for months and it wont recognize the graphics card. Any recommendations on how I can fix this?
Hello.I am developing a game for VR platform.I'm using Unity engine 2019.4.4f1.To support various VR, we are using Unity's new input system.While binding the input action for Oculus quest, the input using the following binding is not applied.<OculusTouchController>{RightHand}/thumbstick/xIt does not work.Is there a binding path for Oculus Quest controller?I also saw a tip to use a path like OculusQuestControllerRight/thumbstick through Thread.But this also didn't work.If anyone knows how to apply, I would appreciate it if you let me know.
My team is working on an app targeted the Rift platform. Our developer workstations are setup with Quest 2. Is it possible to build from Unity for the Rift and then load run that distribution locally via Oculus Link?
UnityEngine.Debug.LogWarning("Oculus Utilities Plugin with OpenXR is being used, which is under experimental status"); and Instance of OculusPlatformSettingsEditor couldn't be created. The script class needs to derive from ScriptableObject and be placed in the Assets/Editor folder.
I am following the documentation of the Avatar Developer Guide at https://developer.oculus.com/documentation/unity/as-avatars-gsg-unity/ Under loading personalized avatar, we are supposed to save a script call 'filename.cs'.however the script text gave a bunch of errors starting with the public class that does not match.using UnityEngine; using Oculus.Avatar; using Oculus.Platform; using Oculus.Platform.Models; using System.Collections; public class &lt;classname&gt; : MonoBehaviour { public OvrAvatar myAvatar; void Awake () { Oculus.Platform.Core.Initialize(); Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); Oculus.Platform.Request.RunCallbacks(); //avoids race condition with OvrAvatar.cs Start(). } private void GetLoggedInUserCallback(Message&lt;User&gt; message) { if (!message.IsError) { myAvatar.oculusUserID = message.Data.ID.ToString(); } } }Anyon
what are the Performance-killer for VR(eg.OculusQuest2)? all postprocess, all screen-space? all works on the full-screen RenderTarget?so,SSAO, SSR, SSDO, etc…Fog, Depth of Field, Bloom, MotionBlur, Tonemapping, ColorGrading, Auto Exposure, Channel Mixer, Chromatic Aberration, Grain, Lens Distortion, Panini Projection, Vignette, White Balance, etc…pre-z ?detailMap?the light and shadow…is the Default ForwardRender in UE4.26/27 use Clustered ForwardRender?only 1 DirLight, as less light(esp. DynamicLight) as possible?bake all the Shadow except the Characters(use dynamic shadow)?Pre-caculate for lighting and shadow, such as IBL?how about PBR? and how to make it the most similar to a state of art PBR game on PC?eg. how to make effcts most similar to Bloom? to AO(the old way that let artists draw on the texture)?//Box/SphereReflectionCapture is also not allowed to use in VR?//how about the GPU instacing in VR? what if plant grass and trees?//as SSR is not able to be used, so it’ll very diffic
Is there a way to get data of the real wold "mesh" with this new API, for example chairs, table etc, to generate colliders and a nav mesh at runtime? I want to make a prototype for a pet game and the pet should walk in the "real world" on a navmesh.
Hi, I've gotten the new passthrough API in Unity to work in my app. I have it turning on at the start, but I'd like to turn it off programmatically later. I tried setting the isInsightPassthroughEnabled property to false on OVRManager, but my app freezes when I do this. No clues were printed to the logs when the freeze happens... Is this a known issue? Has anyone else been able to get passthrough turning on and off at runtime? thanks!
Hello, I am trying to setup the Oculus Quest 2 controllers in Unreal as a virtual camera controller. So basically hook it up to my camera, then use it to create a virtual camera. I am sort of able to achieve this if I use steamVR functionality in Unreal, but the thing is that we need to enter a device number... 0-headset, 1-left Controller, 2-right Controller... What happens is as soon as we remove the headset, it goes offline and then the device number changes and nothing works anymore in unreal. What I'd like to achieve is to not use the headset, but just the controllers. I know there is an oculus plugin in unreal, but it seems only be used for VR game creation. Any clues? Ideas?. thx! Marc.
ODH stopped recording video off of my Quest today, and since ODH only displays this: I have tried restarting the Quest, my PC, and reinstalled ODH all to no avail.The screenshot and cast still work as expected. Any help would be greatly appreciated. Thanks
using ovrgpuprofiler I see that the swap chain of my app uses 24bit depth and 8bit stencil. How can I switch to 16bit depth with no stencil?
Hi,never had a VR before, because the cable bothered me a lot. With Air Link I thought, now you buy one.But I noticed immediately, everything is blurry and out of focus. Only a small area in the center is ok. After a short research I found the problem. The maximum adjustable IPD of 68mm is not sufficient.I measured it myself with an app and at the mirror with ruler, I have an IPD of 73mm. Please increase the adjustable IPD in the next VR, Quest 3 or Quest Pro.I find on Reddit and other forums many people who have the same problem. But the VR is incredibly fun, the Air Link has no lag at all, everything extremely direct, very good job. But my eyes burn a lot because of the blur after a short time. Unfortunately I had to send the VR back because of this. Greetings.
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