Developer Forum [Archived]
Recently active
I am using Quest2 to develop an experience that will interact with real objects.If it is VIVE, VIVE Tracker can easily accomplish this job.But is it possible in Quest2?
I am on my forth exchange of my oculus headset since I purchased the first unit a month ago.. Each one that oculus has replaced the unit with has the exact same issue as the the original purchased unit. (BlackScreen after oculus logo and Chime)Fails to start after the first use, powers on but seems to get stuck in or goes into sleep mode and won't wake.. I have performed the factory reset so many time with each of these unit that know the factory reset procedure by heart.. I even selected Device Boot after a few of the factory resets.. I am in IT as well, so I try to thoroughly troubleshoot before reporting an issue to tech support or seek outside assistance.. But this has just been insane, how can oculus not know of this sleeping or black screen issue, I've even sent in to oculus tech support youtube videos of other users having the exact same issue..? and for me to receive 4 units in a row with the exact same issue is to me very poor quality control.. How in the world wil
I can use the Oculus Link cable and Rift preview successfully, but if I try and use ODH I get repeated disconnections. I get a message Allow USB Debugging? and the RSA fingerprint. I respond to allow it and after 10 seconds or so the message reappears. I have solid USB3 port. I assume the cable is ok because RIft preview works. Note sure what I have to do to fix this? Cable problem? USB2/3? Bug in ODH?
Hi,I'm a little bit confused about v31 SDK update. Currently, I'm using OVRPlugin in Unity from the integration package, but I will have to move to Oculus XR and OpenXR which is fine. What about the v31 platform SDK? Will it be available in legacy OVRPlugin (which should be the last one)? I want to implement new invite features, but there is still no package update. Do we have to wait a little bit more or I'm just searching wrong?
Hello,I recently got a quest 2 to play games and use it with Unity (A Game Engine)so I installed the pc Oculus Application an connected my quest using my link cable but it kept giving me this spinning circle .windows recognizes it as a quest 2 and i dont know the problem. when i open the oculus app it gives me this messageIs the problem with my GPU?These are my pc specs:i5-10400 @2.90ghz16 GB ramIntel HD 630 GPU(note: i do not have usb 3.0 ).................................................Is the problem with usb 2.0 or with my GPU or Both? Thanks.
This just started popping up today on multiple projects that otherwise run perfectly in the editor and APK builds to the headset. Does anyone know what is going on with this script or how to resolve? VREngineConfigurationUpdater: Setting vsyncCount to 0UnityEngine.Debug:Log (object)OVREngineConfigurationUpdater:EnforceAndroidSettings () (at Assets/Oculus/VR/Editor/OVREngineConfigurationUpdater.cs:137)OVREngineConfigurationUpdater:OnDelayCall () (at Assets/Oculus/VR/Editor/OVREngineConfigurationUpdater.cs:88)UnityEditor.EditorApplication:Internal_CallDelayFunctions () 135 if (QualitySettings.vSyncCount != 0){Debug.Log("OVREngineConfigurationUpdater: Setting vsyncCount to 0");// We sync in the TimeWarp, so we don't want unity syncing elsewhere.QualitySettings.vSyncCount = 0;}}
Hello. I am currently having issues with the newest version of Oculus integration (Version 29.0) and would like to try out an older one, but I can't find any way of finding them.
everywhere is download here download here but i can't find any button to download
So yesterday I unpacked (havent used it in a while because i wasnt feeling playing vr) my rift s cause some friend wanted to play phasmo and vrchat again and when I tried to start it up I wasnt getting anything in the headset (not sound or display. Updated my drivers and all still not working and even tried unplugging the headset and re plugging and still not working.
Hey guys.. I'm trying to to get my Oculus Touch controllers to properly work in VR mode. I am able to engage VR mode (shift+v or the VR Mode button on the toolbar). The controllers show as Vive controllers, and only the left radial menu works, and nothing else. I am currently connected via the quest version of Virtual Desktop and Steam VR. Everything else works smoothly. I also tried with Oculus Link and it did not work How can I get the Oculus Touch properly binded to the correct buttons?? Really excited to develop levels impressively in VR
For a while, I have been looking for a way to switch hand tracking / controller mode by script.Unfortunately, there doesn’t seem to be any way to do it at the moment.Now, I found that in the hand tracking mode, picking up the controller does not switch back to the controller mode.Only when the controller presses any button, or the touch area is touched, it will automatically switch. So I want to ask if there is any way to wake up the controller to force Quest to switch from hand tracking to controller mode?
Simply put, is there a way to know if the controllers are being tracked using the Quest 2's infrared cameras. I have tried simply checking if the positions of the controllers change over time. As in theory, this would tell you if they were being tracked. However it seems the Quest 2 will try to interpolate 3d positional movement based on the controller rotation, which is somewhat unhelpful for my application.
Maybe I will look idiot, but what is libOVR method to get current ipd? [C++, ovr_sdk 1.24]
If a host headset using p2p takes the headset off and it goes to sleep clients can no longer play the game.Thank you
Im Using OculusXR package, will i have problems integrating the Oculus Integration Package?I have fear i can not use these 2 packages toghether, because it wouldmake it a little bit harder for me to have a Device agnostic applicationMyObjective is to have Handtracking, but continue being able to use OculusXR Plugin
At work, I build a social VR app that runs in the web browser. In Oculus Browser, when both the WebXR and WebRTC sessions are active, the volume rocker on the headset no longer works to control the master audio volume. If I exit the WebXR session, or I try to control the volume before connection the teleconferencing session, the volume control works. I also tried this in Mozilla Hubs and see that they have the same issue. I also have a Windows MR headset and a keyboard with volume control buttons, and the volume control works there just fine. But I see that on the Quest, the volume rocker does not send an AudioVolumeUp/AudioVolumeDown key event to the browser. Any ideas? Most of the time, users don't notice that the volume is not to their liking until they've entered the app and start talking to other users. This seems like a bug in Oculus Browser.
Hi there, My title Vermillion is out on Steam. I'm using OpenXR, and forcing the use of SteamVR OpenXR because with the Oculus OpenXR integration, it freezes after a few minutes for I believe all Oculus hardware. On the SteamVR OpenXR version it's mostly fine, however CV1 users are still experiencing the freezing. Needless to say, this is a big issue. Can this please be looked into with urgency?
Trying to figure out why the edges in the screenshots are happening when I run this VR map on the Quest 2? I've tried using different water materials and planes but still having the same issues. Any fixes for this?
Hey all, im a somewhat beginning when it comes to developing VR. I have some experience using Unity and the XR Interaction toolkit, but with all the news with OpenXR and the PassThroughAPI I would really love to be able to develop for that.However im really confused, do I need the oculus integration in my Unity project still? Or do I purely just use OpenXR, if thats the case I'm having a really hard time finding any documentation on developing oculus with OpenXR that isnt just using the stand OVRRig and such. I know there obseleting there proprietary API's in a year so I really dont want to start working with something that is gone soon. Is is just the Oculus XR Plugin thats getting deprecated, or both that and oculus integration. I'm really excited to start working with hand tracking and PassThrough but im so lost as to where to start currently. Any help would be greatly apreciated.
I'm getting this error often when I leave a multiplayer match and try to rejoin. It doesn't happen every time. When I leave the match, DestroySession says it succeeded every time. And then it has no problem finding the match - but when I try to connect, I get this error. Error: UEngine::BroadcastNetworkFailure: FailureType = PendingConnectionFailure, ErrorString = Your connection to the host has been lost., Driver = PendingNetDriver OculusNetDriver_2147481580[2020.05.04-21.53.40:239][381]LogNet: Warning: Network Failure: PendingNetDriver[PendingConnectionFailure]: Your connection to the host has been lost.Does anyone know what causes this?
When trying to use the Interactibe Tools Creator tools such as Ray Tool and FingerTipPokeTool in a scene where theOVRCameraRig is not at 0,0,0 and rotation is 0,0,0, the rools are offset (they do not respect the actual worldspace position of the player). Please see attached video:
Hello,I'm trying to render text to be readable in a large world-scale VR environment, just like in Google Earth VR. The best solution I have found was to use Stereo Layer integration of Compositor Layers in Unreal Engine.The thing is, there is a maximum number of layers the Rift S can render, which I believe is 15.What's the suggested alternative to render these sort of textures, to be readable in really large distances, just like normal screen space widgets.Thank you.
Hello, I am working on a Project in Unreal Engine, where wish to use One hand tracking and using Motion Controller in other Hand. I am using Oculus Quest for this project.I wanted to know how we can achieve this, using Quest. Looking forward for suggestions !
I can only run a couple of times before I inevitably get this crash in the editor. It seems to be trying to run some code that can only be run on the render thread? Is this a known issue? Is there any fix for it, it makes working with VR Preview very difficult...
Hello all, I have implemented Oculus Mixed Reality Capture inside my Unity Project and everything works great. The only problem is that if I use FMOD, no audio gets transmitted to OBS... only the standard audio that goes through Unity Audio Listener gets sent to Mixed Reality Video. Has someone of you ever found a solution to this? All my game uses FMOD... Thank you!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.