Developer Forum [Archived]
Recently active
Hello, after a few months off, I wanted to use my Oculus Rift again and unfortunately the application does not start. When starting, I get the message "Cant reach Oculus Service" and am asked to repair the app. When I go to repair, Oculus reports that the two hotfixes KB2670838 and KB3033929 for Win 7 are not installed. But I installed both hotfixes. The complete reinstallation did not bring anything. Bypassing the hotfix check (cmd -> bypass ...) doesn't really help either, because at the end the message "Cant reach Oculus Service" appears. Does anyone have any ideas for me? Thanks!
Do the Quest 2 broadcast the action.BOOT_COMPLETED event? Is there any info on the intents we can register with the Quest 2?
When developing an app for AppLab, is it essential to include an app exit/close/quit app button in the app?I remember that it was essential for Oculus Go ...
I have an issue thats causing really bad frame spikes. When I started my game using the Universal Render Pipeline template in Unity, I thought it was targeted at mobile applications. Seems I might have been wrong. The issue is that I have no clue how to lower the material passes (if even possible at all) in my project. I don't want to downgrade to built-in since the Universal Render Pipeline makes everything super easy. Does anyone know how I could fix this issue? I'll attach a screenshot of my OVR lint tool below-
Hi, I have my game setup (using UNITY) and running on PC ( and Quest ). My question is how do people usually handle when one player has their internet go out while in a match? My game specifically only ever has 2 players, so if one players internet goes out I would expect the other player to be aware of that somehow and respond accordingly. I don't see the player getting any kind of event or notification or anything like that. Do I need to add a heartbeat that constantly pings the opponent and use that to determine the other player's internet went out? That seems like it would be build into the SDK, but perhaps not. Thanks
in Oculus Integration 29.0, there is a bug that the hand capsules only update on the first frame, when the hand is initialized.maybe it is due to some settings, but the capsule.CapsuleRigidbody.MovePosition and capsule.CapsuleRigidbody.position do not seem to work in unity 2020.3.12f1. here is a quick hotfix with 2 lines of code, which sets the transform of the capsule GO private void FixedUpdate() { if (!IsInitialized || _dataProvider == null) { IsDataValid = false; IsDataHighConfidence = false; return; } Update(); if (_enablePhysicsCapsules) { var data = _dataProvider.GetSkeletonPoseData(); IsDataValid = data.IsDataValid; IsDataHighConfidence = data.IsDataHighConfidence; for (int i = 0; i < _capsules.Count; ++i) { OVRBoneCapsule capsule = _capsules[i]; var capsuleGO = capsule.CapsuleRigidbody.gameObject; if (data.IsDataValid && data.IsDataHighConfidence) { Transform bone = _bones[(int)capsule.Bon
we just set up all the requirements for unity and oculus development, according to the get started guide. when deploying the handsInteraction example project, the quest2 is asking to switch to controller when starting the app.then, in the app we are asked to switch to hand controls, but are unable to go back into the app when hand controls are enabled. i suppose this to be a bug, but can someone confirm this example is working with the latest packages? - oculus quest system version 29.0.0.65.370 (no updates aviable)- oculus integration Version 29.0 - May 24, 2021 (latest version as of today)- Unity 2020.3.12f1 (recommended for VR Beginner tutorial) update:- hand tracking does work in editor playmode via oculus link- hand trackig does not work when deploying to the quest2 via build&run
Hello , i am using the oculus VR object and i want to connect a AR hmd and stick the VR obj to it. the idea is that the person with the AR HMD can see some of the VR object of the person using the oculus so you can have better communication and interact with the person in VR, they can see you too but the problem is that once i start scene in unity the cameras messed up and the AR hmd dont see anything that is suppose to see and the VR HMD see what the AR HMD should see, this is what i get in unity:
We are implementing Oculus room invites in our game. We can poll for notifications with ovr_Notification_GetRoomInvites, get the array from the message, iterate over that, and pull out the room id and the notification id successfully. However, calls to ovr_RoomInviteNotification_GetSenderID always return 0 for sender id. We can also get sender id successfully from invites that come through ovrMessage_Notification_Room_InviteReceived, but that is not enough to make a list of existing invites. Is this a known issue? We are using libovr version 1.40.0, Unreal 4.24, and testing by passing invites between two Oculus Quest devices - an original Quest and a Quest 2.
Does anybody know if you can use hand tracking and track controllers at the same time?I'm thinking of using it for lower limb tracking for Physio rehab type work.
Hello, Sorry if it's a dummy question, but I've been playing around with the new Hand tracking feature (which is amazing by the way). However I can't figure it out how to make the items grabbable to work together with the hand tracking. My guess the big issue is due to the hand having colision. Is there a 'out-of-the-box' solution for this case? or is something I should develop on my own?
Hi, is there a way to declare Oculus Integration as a dependency or have it linked somehow to a custom UPM package? I am trying to build a custom core package with Quest hand-tracking setup and a couple of features to be able to reuse them in multiple projects. Since Oculus Integration is available as an asset instead of a UPM package, I cannot reference the dependency in the manifest. Attempt to move the whole Oculus Integration folder from project Assets to my custom package failed. According to this answer from Unity, Unity Asset store packages are a legacy way to share content and new assets should be switching to UPM. Any chances Oculus is planning to switch to UPM soon? I would appreciate any suggestions!
Hello, I wanna apologize first because my english is not the best so here we go, I launch oculus app to play a game and like nothing shows up once i put the vr on my head, I try launch SteamVR, Nothing still blackscreen, and sometimes i see the oculus logo pop up and dissapear, any ideas how to fix it? I tried everything re install the oculus app, restart the pc, still blackscreen!I use oculus rift s if you wanna know. and it used to work perfectly fine and now, it's hell
Hi,I am using XR Interaction toolkit and XR Plugin for the Oculus Quest 2. I'm trying to make it so that when the user presses the "A" button on the oculus quest 2 controller, It triggers this function and resets the camera.In the attached image, the commented out code is the new and recommended way of doing it and the Uncommented one is the old/obsolete one.Both methods work perfectly when I'm testing in the Unity editor with the Oculus Headset hooked up via Oculus Live link. When I build and run it on the headset, it doesn't work.I'm not sure why this is happening. Can anyone help me please? thanks
I had to do a facotry reset on my device because I was stuck in this "USB Update mode menu" and afterwards I lost all my progress on all 3 vader immortals which I 3 starred every level on the dojo. I was told by support that a developer could help me recover my progress so if thats possible then Id be glad to be assisted.
I just did a factory reset on my Quest 1 and signed in with a test user account. After setting up the WiFi it gets to the next screen where it is stuck with an error "Failed to Load Video" "Please check your internet connection and retry." and I click the Retry button and it never gets past this. I can't finish setting up my Quest 1 for testing. I know I have an internet connection, the browser on the phone works just fine. Is it something about some intro video has been taken down for Quest 1, or is maybe not accessible for a test user account??
So I'm working on a VR game for the oculus quest using Unity 2020.3.6f1 and have gotten to a point where I am pretty happy with the look in unity. But when I exported it to standalone a lot of shaders were missing, the particle systems, the linerenderers and the UI were all gone. I searched a little and found that putting the associated shaders in the Graphics -> Always Included Shaders, but either the shader can't be added because it doesn't show up in the to-add list and can't be dragged in, or it has to many variants and I need to remove it. Help would be greatly appreciated! Thank you!
I want to clarify because it's not entirely clear from Oculus or Unity documentation. If we use the new XR Plugin Management, should we be using OVRManager/OVRCameraRig or are those supposed to be replaced by the plugin management?
This is my first time trying to publish a Quest application on App Lab.After about two weeks the Publishing Status is set to "Published", yet I can't find the app on the Store under the App Lab section. Could you please advise?
Hi My game for Quest got approved and it says it's published already for a week. But when I go into the store and search for it "Dogfight Elite" nothing shows up. If I go directly to the game link: https://www.oculus.com/experiences/quest/3881629141886138/It shows and says that the app is still on App Lab and basically in beta or review or whatever. How do I actually get the game out to the world? What else is needed?
Hi allProbably a stupid question, but I was hoping I could just add a video of my game, hit save, and the page would be updated, but it seems not to be the case.My game is already published on AppLab, with screenshots (ofc), but I never got round to adding a video.Do I need to press "Submit" again? If so, how long might that take to update and will my game still be available whilst it's being reviewed?I was only going to put up a very basic vid that I made in 20 minutes this morning, so if it's going to take some time, I'll wait and make a decent one!Cheers!Ric
I've had a new issue crop up in the last two weeks across multiple apps with videos failing to play. Previously everything worked fine. This has occurred in different apps after 1. Updating Oculus Integration to 28.0, and 2. Updating minimum Android build level to 23 The facts:Unity 2019.4.17f1AVPro Video 1.xHave READ_EXTERNAL and WRITE_EXTERNAL in the manifestCalling videos from /sdcard/Android/obb/com.[org].[app]/Have tried h.264, h.265, both as .mp4 and .mkv; have confirmed with videos I've gotten to play in other apps I've also gone into the app's Permissions in the Quest and though I requested Storage access in the manifest it was set to "Denied". Changed this to no effect. Does this have to do with the Oculus Native Video Player screwing with AVPro? Or is it a new permissions problem?
I'm trying to watch a streaming video on quest. I made a video player on Unity and i run it as an app on Quest. But videos don't play on Quest.I used http, rtmp URLs but nothing. I have activate internet access in player settings.Do you have any idea why i cannot stream a video on Quest?
I'm on step 9 of trying to use Oculus in Unity development. The oculus is supposed to appear under Run Devices but its not there. Yes my device is in developer mode already. I am using a USB3 cable. I have allowed debugging and allowed the computer to access files on my Oculus. WHat should I do ?https:// developer.oculus.com/documentation/unity/unity-enable-device/
I am having trouble getting off the ground using my headset in Unity VR. When I connect my Quest 2 to the app, it removes the developer toggle from the list that was there before I connected it. I am prompted to finish setup in the device, and when I got to the device, everything is set up and developer mode is already on-see vid. When I go to add an android device in my build settings, it is stuck in looking for devices mode. Any advice would be much appreciated.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.