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Hi, I'm developing a roomscale game and I use OVRManager.boundary.GetGeometry(OVRBoundary.BoundaryType.OuterBoundary) to create a custom in-game visible boundary so that the player can align their playspace to the in-game playspace as they like. As part of this process they may decide to update their guardian, but then the geometry I previously fetched is out of date. One way to solve this would be to have an in-game way for the player to reset the in-game boundary and I would then just refetch the boundary. However, I'd prefer to automatically detect any change. I can't for the life of me find an efficient way to do this or any events. My other thought is to just re-fetch and re-build the in-game boundary every couple of seconds but that also feels a bit lame 🙂 Help!
Hey everybody, I am developing an app for chemistry students. I am creating the UOculusHandComponont within the BeginPlay() method. Everytime I start the game it chrashes. But this only happens while I am using HandTracking. So I guess, that I am not using the OculusHandComponents in the right way.Is there anybody who has an example of the right usage of the UOculusHandComponent? Thanks!
I was trying to record with the inside oculus quest 2 recorder but the adb commands for 60fps recording don't work anymore with the last oculus quest 2 update. I read about the new Media Capture Improvements - Includes 1080p Video Capture and options for mono/stereoscopic (single/dual) eye capture that was planning to be on the 1.8 version but I can't find any options for the Hub recorder.
Hello. I am looking if ASW 2.0 is active under our game using OpenXR. I am sending the XrCompositionLayerDepthInfoKHR with depth swapchains, and in the oculus debug tool tells me that the projection layer has depth. All look good. BUT. It seems whenewer I enable or disable sending depth to OpenXR, the result is the same, there is no difference on the ASW output. I have checked with the oculus debug tool, that ASW actually doing something, and while it is doing it, the edges of geometry are jagging during HMD movement. But regardless I send the depth buffer or not, the jagging is exactly the same. Is ASW 2.0 actually used under OpenXR. I have found no word about it at all.
1. Oculus states that the oculus quest 2 can work with 5760 by 5760 Or 8192 by 4095 at 30 fps.Can someone help me understanding how Oculus maps these video resolutions to the 2 LCD displays which are only 1832*1920 pixels?2. I am building a 360 8 cameras rig with 6000*4000 pixels on each camera lens, to be viewed stereoscopically on the Oculus Quest 2 displays. Are there any constraints that I have to consider while doing so ?. Where (and if) can I find knowledge on this topic?3. The bottom line is to shoot & screen, sharp unblurry 360 stereoscopic videos on the Quest 2. Any tip for that will be highly appreciated. Most of the existing professional 360 cameras (even those with 11K) look a bit blurry in the Quest 2. I think that it is due to poor FOV. Any tips here? Many Thanks
I did a build and installed on 2 devices. Then tried the VR hoops example with two different players.I wasn't able to get connected to a match with the buttons in the game.I have an app id in my oculus settings.Is that example suppose to work and find a match? Thanks
Hi,I'm implementing DLCs on my project. I've uploaded a build with an extention file that I can see on the Oculus Dashboard and it's there on the Alpha channel. Everything went smooth.From the application though if I call "AssetFile.GetAssetDetailsList()" it doesn't return any DLCs. I've attached my full code. void OculusDLC() { try { Core.AsyncInitialize().OnComplete(OnOculusComplete); } catch { Debug.Log("ERRORE"); } } void OnOculusComplete(Message message) { &
I get 'only' 90 fps yet in my WebXR "MiniMol" molecule viewer at https://www.ibiblio.org/e-notes/webxr/mini.htm. See e.g. https://www.ibiblio.org/e-notes/webxr/mini/1crn.htm. Is used navigator.xr.requestSession(SESSION_TYPE, {optionalFeatures: ['high-fixed-foveation-level', 'high-refresh-rate']})You can control models (up to 80000 atoms) by one of thumbsticks (randomly, maybe you can hide your left controller at switch on 🙂Does the Oculus browser support 120 fps?
Hello,currently I'm working on a project that needs to record what the user is observing in the Oculus Quest 2. The recording should be triggered by an UI button that the user can use whenever it wants.I didn't find any dedicated asset for this purpose, but I found a solution for Android, in particular a screen recorder: LINKI tested in my smartphone and everything is working fineI tested in the Oculus Quest, the build has no errors and the application doesn't crash during the use with the headset. The problem is that the videos registered are empty!The code responsible to setup the video and start recording is this:private void Start() { DontDestroyOnLoad(gameObject);#if UNITY_ANDROID && !UNITY_EDITOR using (AndroidJavaClass unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) {
I'm not entirely sure this is the right place to post about this, but this link: https://developer.oculus.com/reference/unity/latest/, which is supposed to point to the Oculus Unity scripting reference, is broken. This page: https://developer.oculus.com/documentation/unity/unity-reference-scripting/ references it. I can't seem to find the scripting documentation anywhere else. (thanks!)
Hi,This is Ramon from the EventLab, a VR research lab based in Barcelona. We are considering the possibility of distributing our experiments through Oculus App Lab. However, our applications are not usual games but they have some special characteristics. So we have several questions: 1) We collect the serial number of the Quests devices that do the experiment and store them in our servers in order to make sure that a single participant is payed once and only once when he finishes the experiment. So obtaining the serial number from the Quest device does violate in any way the privacy policy from Oculus user data? I would say no, because I’ve been reading the data use policy and that information is anonymous (we identify only the headset, not the person itself) and we don’t distribute it to others. But I would like to have confirmation from Oculus staff. 2) For an upcoming experiment, we need to subdivide our experience into two different applications, one that vali
I'm trying to see if I can use native/accellerated video decoding in the web browser. With an origin trail setup, I get access to `VideoDecoder` and `VideoEncoder`. But when I try and create any `avc1` codec (eg `avc1.420028`) I get`Failed to execute 'configure' on 'VideoDecoder': H.264 configuration must include an avcC description.` I can actually create an encoder, using `avc1.42E01E` (only codec I tested) and encode frames.... Is there just missing decoder support in the chromium build? https://poph264.com/SrcWeb/index.html Here it is working on desktop (as Poph264.com has an origin trial) I'm testing every combination of profile+level I can for h264, but all with the same error.https://github.com/NewChromantics/PopH264/blob/master/SrcWeb/PopH264.js#L167 Are there any decoders supported?
Hi, I've set up the 15 visemes for my character, and on play mode, I can't use the blendshape 'vrchat_blink' because the script 'OVR Lip Sync Context Morph Target' is reserving blendshapes from 0 to 15 instead of 0 to 14 when I set 'Viseme to Blend Targets' array to 15.
I can't get the bloom effect to work for OVRCameraRig. I'm using URP. Does anyone have any idea?
According to the hand tracking documentation, there should be a dropdown under the Quest Features section of the OVRCameraRig but the only options I have are "Focus Aware", "Hand Tracking Support", and "Requires System Keyboard". I am using Unity 2019.4.16f1, Oculus XR Integration 1.9.1, and have set my device as the Quest 2. I upgraded the plugin to the available preview version but still don't see such a setting on the prefab. Is the documentation just well ahead of the feature (first time I'd have seen that!) or do I have to change something to enable the feature?
I'm trying to develop a game for the oculus quest, in which you can play a guitar. The guitar takes two hands to operate, and after a while of searching I haven't found anything within the Oculus Integration Package that makes this possible, and the advice given was to switch to unitys VR-SDK, XR.It seems like a really stupid limitation, not being able to grab something with both hands. It must be possible, right?Would greatly appreciate any and all help, Thank you! 😄
I'm using Unity - I've submitted several versions of my app and haven't run into this before. I haven't added plugins. My Android Manifest doesn't show anything about camera permissions (or any other permissions). It says my build has a test failure but it doesn't show any test failures when I click through (just a warning). My latest build has gone live even with the note - but my other requests to the app have not been updated (app name change and pricing change). So I'm a bit confused about what to do with this: Your build has a test failure, please address it before resubmittingView Test ResultsPlease remove all unnecessary permissions:"android.permission.CAMERA"
So I was trying to ramp up a santacruz devkit we had on hand that had not been previously opened. But I could not pair it with the current user-flow on the oculus app on a phone. Going through the provided documentation I was able to confirm it worked through skipping the first user experience via ADB commands suggested and able to get it access to a wifi network and begin updating the firmware.However I've reached the point where if I turn on the head set I end up with a 'downloading' screen for updating the Headset, but it does not immediately show a progress bar, and eventually only shows a half full progress bar that never (within the last six hours of the work day) updates.I am not sure but I suspect that I've managed to get my Santa Cruz into a bad state, does anyone have advice on a shell command to restart/force the HMD update or a way to reset to factory settings via ADB?The only other thread I can find related to this magically resolved itself without any clarification on how
what happened to the rooms documentation at https://developer.oculus.com/documentation/platform/latest/concepts/dg-rooms/ ? is there a new link to rooms/invites documentation?
Recently (since update v28/v29) more and more users seem to have issues with Cloud Sync not working properly and prevent the game to launch (loading forever, or making the game return to home after trying to launch).It seems to only be a small fraction of users on both Quest 1 and Quest 2 based on feedback.Other games seem to have the same issues with some of their users (based on recent public reviews), seem to happen more and more since the last few weeks.Currently there don't seem to be an easy way to temporarily disable cloud sync on a deployed app. Any other devs using cloud sync in their game having similar issues with their users?
Hello, I am using the Oculus Mobile SDK for native apps and I am trying to add a third-party library to the build process. I do not fully understand all the moving parts that happen once I run build.py. Does anyone have any good resources describing the setup/architecture? I've tried reverse engineering, but it's pretty dense. I'd appreciate any help/advice/direction/references/ramblings. Thanks!
I'm currently evaluating how feasible adding a native Oculus SDK version of Holodance is and the greatest challenge I see so far is porting our approach to loading scenes over.The way we currently do this is based on Valve's SteamVR_LoadLevel example. In a nutshell: Set the skybox for the compositor, set a load texture in front of the player in the compositor, fade the game to the compositor, once that is done, stop rendering to VR (because the player now only sees what's in the compositor), start loading the scene and wait until it's done, do other things that could cause hiccups like prewarming shaders and a garbage collection round, start rendering to VR, fade back in. Play.In addition to what the standard SteamVR_LoadLevel does, we render a preview of the level that is being loaded, with some text and a progress bar using Unity UI, into a RenderTexture that we also show and update on changes in the compositor. Also, to make things a little more fancy, we have several textures on qu
Has anyone here had issues getting movable spotlights working with the Quest? It's supposed to be an engine feature (when enabled) since version 4.22. On the Quest 1 they are working as expected in debug builds, but ISMs disappear when hit with the light in release builds. On the Quest 2 I get a crash with the error 10-21 22:09:05.362 20348 20510 D UE4 : Ensure condition failed: sizeof(ParameterType) == Parameter.GetNumBytes() [File:/UnrealEngine/Engine/Source/Runtime/Renderer/Public/MeshDrawShaderBindings.h] [Line: 206] 10-21 22:09:05.362 20348 20510 D UE4 : Attempted to set fewer bytes than the shader required. Setting 64 bytes on loose parameter at BaseIndex 112, Size 16. This can cause GPU hangs, depending on usage.This can be reproduced by doing standard configuration of the VR template to run on the Quest 2, and activating movable spotlights in project settings and attaching a moveable spotlight to BP_MotionController. I am using the Oculus fork of 4.25.3 and Vu
Hello world!Why is the latest Oculus Integration Package v29.0 from May 2021 not available for download on the Oculus Archive page?I want to upgrade my Unity package but importing via Unity Asset Store is not an option (as the project was started via manual import and it would break to switch to the Unity Package Manager version). Thanks for your help.
Hello, We recently submitted a Quest build but got the following Security Vulnerability Review Test Results:Unsafe SSL TrustManager DefinedUnsafe HostnameVerifier Defined Within the Unity Editor, how can I solve these issues? I am not aware of using anything like this in C# within unity.Thanks!
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