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Silly question here.I am developing in Unity for windows pc. I manage to get the Quest 2 but I have heard that it uses Android builds. Since it seems that the Rift are left out, will I be able to integrate and use the Quest 2 with Windows compilations even using the cable?Thanks,Joan
I'm not clear on what my Gear VR users should expect if I change my existing app to support only Go moving forward. We would do this because of upgrading the SDK suite / integration from version 1.41 or lower to 1.42 or higher within the Unity project. As Oculus no longer officially supports the platform, we need to follow suit at some point or be stuck with an old SDK for too long. This is okay, given our small population of Gear users. However, we'd like to let them know in advance what will happen, and I really don't know for certain from the information seen thus far. The official announcement only clarified perhaps the most obvious points (I can't post links yet, but it was November 7, 2019 "Gear VR App Development no Longer Supported From Oculus SDK Suite 1.42 and Future Versions").The current build on our STORE channel is Gear compatible. At some point we would update with one produced with a newer SDK, which will not be Gear compatible (Go only). Has anyone else done this alrea
Hi All, I am trying to download the OVR Metrics tool, but when I go to the download page there doesnt seem to be a link that lets you download the app. Is it me being dumb, or is there an issue with the website?
After steam VR upgrade the driver... My quest 2 doesn't show up on unreal launcher...(it was showing before)I can play the game os the PC using vr preview, the quest show as a drive in the explorer...Any one know how to fix this? Thanks
Hi, We've got a UE4.26 game up and running on the Quest 2 with Wwise 2021.1. All the audio is working fine but we can't seem to get Wwise to connect to the game running on the Q2. It can connect just fine when running inside the editor on PC. Has anyone gotten this working? I've tried checking everything I can -- it's a development build, I've confirmed that the Wwise communication library is initialized successfully and the UDP port settings match, etc. I'm wondering if there's some reason this can't work on the Q2 or if there's just some other setting I'm missing somewhere. Thanks for any help!Ethan
Hi !I want to read 360° video tracks in an app made with Unity.I have this error : "AndroiVideoMedia : no tracks in myFolder/myFile".My app finds the right path. The error appears when I click on a button in my app to launch a video.I use Unity 2019.3.15.Can you help me to resolve my problem ?Thanks a lot for answers !
Hi,Is the Go To destination button near friend on dashboard only available within Party? I'm trying to allow other users to join active session of other user's friends via RichPresence, but appears that RichPresenceOptions.SetIsJoinable does not working.
Anyone know how to get rid of this error? I tried clearing cache and rebooting relogging in and it keeps coming back. Network request encountered error HTTP HTTP_TRANSPORT_ERROR:
Hiya! So I'm having issues with Antialiasing in Unity on a Quest project, it doesn't seem to matter if I have my project set up based on the Oculus documentation or not: https://developer.oculus.com/documentation/unity/unity-conf-settings/ Things are still looking pretty chunky, maybe I'm not understanding how to manually set the MSAA level, in my understanding it's the pipeline asset that has to be set to 4x MSAA Project Setup:Unity 2021.3.11f1Unity XR System w/Oculus XR PluginGLES not Vulkan Doesn't seem to matter if I'm in Multiview or Multipass. FXAA does... something, but its just blurry. I've read that for certain setups you have to disable antialiasing in the camera, only enabling it in the pipeline settings, this didn't have the desired effect for me. Finally, questions:How essential is the Integration Package to MSAA functioning correctly on the quest?Am I required to use an Oculus camera rig instead of the Unity XR Rig for Antialiasing to fu
I've had two apps now that won't load video onto my Oculus. The build and run is successful, no errors, but when I put on my headset I get a quick glimpse of the VR app and then it goes to a black screen. I have Oculus Integration and XR packages, I don't have any errors.
I'm developing a PC game with the Unreal Engine and have hit on a annoying issue when testing on the Oculus Quest with a link cable.I have 2 inputs set up on the grip buttons, one as an axis to update my clench fist animation and one set to a button so I can pick up and throw objects.This works great on everything I've tested it on including the original CV1, the Vive, the Index and even a Cosmos, but there is a delay on the Oculus Quest with a link cable?My clench fist animation is slow and does not follow the grip button at all. If I let go of the button, the fist should almost pop to the open state, but instead it slowly opens.More annoying is the button input also has this delay making it very hard to throw objects because by the time the button has registered as open, I've stopped moving my hand and the objects just fall out instead of get thrown.Has anyone else seen this and know a work around?
On all platforms that have a VR compositor available, we push textures into that compositor as overlays so that the game doesn't have to render at framerate while loading and players still have something interesting to look at (including progress that updates during loading). Since our upgrade from Unity 2019.4.23 to 2020.3.12 this no longer works on the Quest (it still works fine on Windows Oculus with a Rift or Link, and also on SteamVR but that's an entirely different codepath). Interestingly, in a simplified test-project that uses the same approach to push the overlays into the compositor, this works just fine. But when I copy those scenes / prefabs over to our main project, and do a build, the overlays do not work in that build. I have compared the project settings and manifest.json and it seems that there are no difference that should cause this. I have found one similar issue talked about here: https://forums.oculusvr.com/t5/Unity-Development/OVROverlay-don-t-work
Hey,I've been tasked with developing a fast-paced local multiplayer VR experience for the Oculus Quest 2 set in an actual 36m² (6x6) room. The position/rotation of the players' avatars in virtual space and of the actual players in physical space should be synchronized as accurately as possible, as if those spaces were one and the same — be it only so players don't smash into each other during gameplay.If I draw a 6x6 guardian from the center of the room and then start the app facing forward, everything is where it should be and to scale: I will be at the center of the virtual space, facing forward. If I quit the app, move around within the guardian (even with the headset in sleep mode) and launch the app again, I'll start where I moved to, facing whichever direction I'm actually facing. Nice.But if I leave the guardian's boundaries, all hell breaks loose. Upon reentry, the virtual space and physical space are completely out of sync, and will remain so even if I reset the app. At this p
Hi,I just wonder, how to listen for response from other user when I'm sending friend request thru app (Oculus.Platform.Users.LaunchFriendRequestFlow)? The only result determines if I sent it or not. I'd like to know, when the new relationship begins (other user accepted the request), so I can update the state in game.
Hello everyone.I have a project for Oculus Quest with Hand Tracking.The Hand tracking does not work if I uncheck "Show Splash Screen" in my project settings (I have a Unity Plus License)Does anyone have a fix ?
As a true novice in VR world, I'd like to learn how to take several hours of 360 degree video shot and have it visible on Oculus VR headset. There are millions of beautiful trails, mountain peaks, view points in national parks. I'd like to take them not in a single plain shot but in 3D or 360 degree angle video and modify the film adapted for viewing in Oculus Quest 2 VR headset. The video will be from a few minutes to several hours long. The viewers will be able to see the scene just like he/she is there as he/she turns head around or walks on by operating headset controller. Any pointer to start would be much appreciated.
I am interested in developing my own VR hardware, so I was wondering how the Oculus Quest 2 discerned the left touch from the right touch in its vision processing. The rings are mirrored, but the blob pattern doesn't seem to be unique enough for it to tell based on that, and it seems to know automatically. I have a few running theories but I was hoping someone had a concrete answer. Thanks (No, I'm not trying to make 3rd party touch controllers, yes, I know the headset won't track 3rd party controllers)
I had developed a quest app using Unity that has an apk size of 100 MB and obb file size of 1.5 GB. I had got it published on App Lab. When I make some enhancements, add new features, and release an update to users, the users are being asked to download the complete 1.6 GB again.To upload the app, I am using ovr-platform-util and the command is ovr-platform-util upload-quest-build --app_id <ID> --app_secret <App-Secret> --apk <path/to/Your.apk> --obb <path/to/Your.obb> --channel <ReleaseChannel> --notes <ReleaseNotes> When I run this command, I see logs like"Downloading previous build....""Generating patch..." Please let me know, how users get to download just the patch (Update), instead of the whole app getting downloaded again.
Application.OpenURL("http://www.whatever.com") loads the default webbrowser for the device.Whats the possibility of exposing the ability to use the GearVR Oculus Browser so we can stay in VR and not have to take our HMD off?Maybe it could be expsoed with a deep linking option?Something like:Application.OpenURL("oculusbrowser://www.whatever.com")I'd be open to an Oculus specific API too.Bonus points if the back button would return us to the app the made the web request.If something like this is already possible please let me know how to do it. Thanks!
I remember reading in one of the Oculus Unity guides that there are a few folders in the Oculus Integration package which can be safely deleted if you don't need them, like tutorials and demo scenes. Does anyone know which folders are non-vital?
After updating ODH from 1.8.0 to 1.9.0 I'm currently unable to Cast anymore at all. Tried rebooting both PC and Quest 2 but it still gets stuck in "Connecting..." forever. Going to revert to 1.8.0 for now.
Hi,I bought my daughter a gaming laptop for her birthday with the following spec:New Dell G5 15 AMDAMD Ryzen™ 5 4600H Mobile Processor with Radeon™ GraphicsWindows 10 Home 64bitAMD Radeon™ RX 5600M 6GB GDDR68GB, 2x4GB, DDR4, 3200MHz256GB M.2 PCIe NVMe Solid State Drive Can you see any reason why it won't connect to Quest 2 via link cable? She only wants to play Roblox in VR which is a bit of a waste of a VR experience but anyways the laptop is saying it doesn't meet the minimum spec for link but I went through the spec and am sure it's compatible...? Any help would be appreciated.Thanks
Our game developed in Unity (2019.4.10f1) will very intermittently fail to load on Rift S when it is run the first time. It sits at "Loading ...." in white infinity forever. Logs indicate that around the time of this failure, there are a bunch of problems with (I assume) the Library service creating data for the "history" (or Library ? ) in C:\Program Files\Oculus\CoreData\Manifests and ..\CoreData\Software\StoreAssets so it almost seems like Oculus may be busy gathering data about, again, this first run, and never get's around to actually allowing the the game to launch ? A timing issue ? Is there a way to maybe "preload" this library stuff - or maybe turn it off, without requiring admin privileges, which we don't have ? Again, it's intermittent, and only on first run of a game after initial distribution Thanks
I want to submit an app for the Quest. I am using Quest v.1 The submission details asks for 5 screenshots with resolution 2560 x 1440px. Taking screenshots in the game, the images are 1440 x 1440. Should I just slap the banner behind the shots to make up the width? Seems weird to me.Also the video, not sure about the resolution when I take it in game will be, but the cover image for the trailer asks for 2560 x 1440px. Pretty sure the video won't be that. And that image is basically supposed to be the first frame of the video.
i tried some methods to recenter / reset / calibrate position but got no success !!like as:OVRManager.display.RecenterPose(); OVRPlugin.RecenterTrackingOrigin(OVRPlugin.RecenterFlags.Default); OVRPlugin.SetTrackingCalibratedOrigin(); UnityEngine.XR.InputTracking.Recenter(); and the only way to do that is using Reset view of Quest 2: so, is it possible to direct call this function by unity?
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