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Did the Release Channel drop-down selection for a particular application get removed with this update or is it tucked away somewhere I am missing?
Currently hand tracking is used as a substitute of controllers and that it won't enable unless controllers sit idle for a few seconds, thus they cannot be used simultaneously to have controller and hand each govern a different set of commands.Is this a hardware limitation or hard-coded restriction that cannot be worked around? Say for example, if I want to swing melee weapons around in a RPG game with controllers for better tracking, but wants to be able to cast spells with hand gestures by "dropping" (using wrist band) my controller and quickly switch to hands to draw magical circles in the air. Once done I would pick up the dangling controller quickly and continue with melee, all of which makes for a seamless gameplay without ever opening an in-game menu to switch between melee and magic mode?
I appear to be having an issue with the Oculus Samples Rendering Techniques project Unreal project that you guys put on github https://github.com/Oculus-VR/UnrealEngine. Within it the image resolution on the high performance impact portals decreases when further away from world origin the portals are set to (I set the portals to at least 2000-4000 unreal units away from the world origin) after the project has been built for Quest 2. The issue is further exacerbated whenever you tilt your head 45 degrees. With that said, I really don't know where this is coming from,every time I've thought I had a potential area where I've narrowed it down, I've been wrong so far. If there's anything I can do to help debug this issue, please let me know as I've been trying to figure out what I can do to fix this myself but I'm coming up empty on ideas.
Whats the right way to save user information? Can I get username from oculus quest device, their Facebook id?Should I make users create a username in the game and save that in player preferences?Whats is the right approach for this. My game is built using photonnetworking for oculus quest.Entitlement check is working too. Thanks for the direction!
When I use the oculus controller certain inputs mapped to the gamepad also get triggered. For example if I press A on the right oculus controller the A button on my xbox controller gets triggered and when I press the grab trigger the RB on the xbox controller gets triggered. I'm using the oculus rift cv1 , unity 2019 and the old input system. Any help how to solve this issue?
Hi All,We are developing a software on Oculus go and need to NOT have each device paired to one phone. Ideally we would have a master phone app (admin) that talks to many devices at once.Is this possible?Thanks
Hi there,I am currently developing a VR experience for a museum and they will want to have several stations for visitors to use in the museum for the exhibition.I'm working with unreal engine, and I was wondering if there would be an easy way for the museum to install the app onto multiple headsets. Would they need to create as many Facebook accounts as they have headsets?Is Sidequest recommended or can I just copy files over onto the headsets? Right now I'm just launching the app from UE4 and it works fine but they won't have ue4 installed on their end.Just trying to figure out the easiest way for them to install the app once it's ready.Many thanks,Pascal
Hey, all.I've been searching around trying to find some details on how the mandatory Facebook integration is actually going to operate. You see, we are an education-focused development team and we know that educators will be dubious about mandatory Facebook integration for the Quest headsets while they use our software. As such, I have several questions I'd like answered:Will we be able to sync multiple headsets to a single account, much like the previous Oculus accounts?Can these accounts be Facebook Business accounts, thus allowing a school, or university to have that be the Facebook account used?Will there be settings either within the Oculus dashboard, or, ideally, within the Oculus mobile app to restrict social media functionality inside the headsets? For example: the ability for educators to disable social media posting, chatting, etc. through password protection before letting a student inside a headset?If the answer to all 3 of these questions is "yes," then our entire team wil
I'm making a game in Unity for Quest 2 and I have a problem with the camera. If I'm positioned in a certain way in the game world and then takes of the headset long enought for it to go into sleep. When I put it on again a few seconds later everything is recentered in the direction I'm currently facing when putting it on. This is really frustrating if you make a game were you are in a cockpit and you have to recenter everytime if you take the headset off. However. If I turn of the guardian system in the developer tab the world is NOT recenterd after sleep. Position, rotation and everything is remembered and is exacly how it was when I took the headset off. Is it possible to make it work likte this with guardian turn on too? I'm very confused. Hope someone can help! Thanks
New UE version 4.25 - some changes / issues. Lets put them in one topic for an easy overview and catching up.. 4.25.0 preview 1- Too bad, the new Epic-GPU lightmass plugin is not in this version. Target might be 4.26 (if you build the dev branch you get 4.26)- When you make a build for Quest, it will fail and you need to install a newer NDK (21). Normally its in the UE extras directory. Not yet. Find it here https://developer.android.com/ndk/downloads ; Download it, extract the zip and put it in the NVPACK dir. Change the Dir in the project settings.- With the new NDK, building for Quest works but it immediately crashes on Quest. There are a few new project settings but haven't found the right combo yet. ADB logcat has: 'Abort message: 'The requested API version in ovrInitParms (1.1.29.0) is not compatible with this version of VrApi Loader (1.1.31.0)!''. No clue if this is a user setting or a Engine-bug. Reported at Epic.- update 03-05: tried both building a new project and re-us
What should I do if I want to connect wahoo cadence sensor (compatible with Bluetooth 4.0 or newer and ANT+ enabled devices) with Oculus Go? If I build an app using Unity on Oculus Go. How to get the data from the sensor?
Hello All!I have been looking through the forum and I have found some of my answers, but no one has posted the actual solution.I would like to scale the OVRCameraRig. I have a full size room, like a living room, and everything looks fine. However, I want to shrink this room down to something small ( or scale up the player ) so the room would look like a doll house.I know I can scale down the entire environment, but this causes a lot of shaders to freak out so I want to avoid that.In other VR packages, you would just create a Empty GameObject and put the CameraRig as a child and scale the parent. That doesn't seem to work for Oculus.Any suggestions?Thanks!
Where do I send my oculus to get replaced?
So I'm developing a VR game with a full body avatar for the Oculus Quest. I've already developed the Player Rig for SteamVR and would like to convert this to Oculus. I've managed to get the arms and legs working, but now I need to rig the fingers properly. For steam, I can listen for a function called RenderModelLoaded and it would tell me when the hands are there and available. When those hands spawn in, I "link" the movement of the SteamVR fingers to the fingers of the full body avatar. So when using the Index controllers, the player has finger tracking. Following the same architecture. I'd like to use the hands that spawn in from the OVR Avatar, but I don't know if there's a function I can listen for or an event I can subscribe to that says "Hey the hands have loaded" now rig the avatar.I'm curious as to how others are currently detecting when the hands have loaded? I've also thought about creating a set of custom hands that get loaded and was curious as to how other have approached
There are a few games i would love to play on the quest that are on the rift. I do have a wire to play rift games but the wire gets in the way and it can get annoying when maybe that slight movement of the wire disconnects everything. But games such as: contagion, hell split, spiderman, blade and sourcery and thief simulator i would love to play without using a wire. Please make the rift games be eligible to play on quest WIRELESS, I love these action games and I'm getting bored of the current quest games. Not to mention if people haven't got the games already, especially on the quest it would financially help oculus as they are good games, in my opinion anyways.
how about the rendering speed in VR using Masked, Subsurface?for Foliage, what blend mode and shading model is better to use?
Our application is for VR oculus in the field of medical educationWe want to create a main application and add different medical scenarios to it We have 2 scenarios at the moment and these scenarios will increase in the future,Now we want to load the scenarios dynamically in the server and display them in the main application and the user can enter the game by clicking on each scenario I searched the internet and the asset bundle could be a good option to implement this method, but the code does not load in the asset bundle Can you suggest a better solution?
RenderDocForOculus_v25_0_1_12_64 support UE4.26.2? or it just support UE4.25.4?i use UE4.26.2, and fail to Capture a frame...
Dividing Levels, how to decide to divide or not, based on what?Just like traditional console games, VR games have too much content to be loaded all at once, and must be divided up into levels.moreover, it seems impossible to divide for a forest landscape.
open-world in VR is very difficult to make performant, right? so what resolution and size is better set to the Landscape for a scene with many trees and grass
any solution to make StaticShadow for Wind-Tree still swing like DynamicShadow?change the UV of StaticShadow is possible?and is there any way to improve performance of the Windy-Tree’s self shadow which means the shadow on the dark side leaves, only can use Dynamic Shadow?thanks!
is there any plugin which popup ui to enable toglle RenderSettings as in the editor?
ue4 support combine baked-shadow far away camera and dynamic-shadow near camera automatically inside the engine?how to use it? 1st, bake shadow for the whole scene, and then what should be set to make near the camera use dynamic shadow, further combine dynamic and baked shadow, further more totoally use baked shadow.thanks!
what’s the normal settings for Oculus Quest 2 in ProjectSetting->Renderingthanks!
In Unity 2019.3 what are the steps to render Oculus Avatars using the Universal Render Pipeline?They currently display as pink.
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