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Good day for you, if it's a good day at all:(I'm a developer, programming in Unity3D 2019.3.8f1 and use Oculus Rift S and appropriate software from Oculus. Some days back, when I receive another UNNECESSARY AUTOMATIC update (which I can't OFF) of Software "Oculus" I had trouble: when I stop using the left controller and he rest about 3-5 seconds he went to sleep mode (as I undestood) AND AXIS1D NOT WORKING ON ANOTHER RIGHT controller. BEFORE update everything works well. In my app I must attach left controller to rack for a positioning GameObject in VR and use only right controller, but it is impossible to do so because the Axis1D button does not respond at all. Using the system becomes impossible for development one-controllers game. Has anyone faced such problem? Thanks
We are developing a VR app for the oculus go. The videos we're using are prerendert from a 3d Software, 4096x4096px, 360 degrees, stereo (top/bottom) h265 encoded. Actualy im using the Unity standart video player, render2tetxure and display on a large sphere. At every end of a video we stand on a crossing and blend in multiple arrows for the user to choose the next path.That all works well. But now i got 2 questions. 1) Is it possible to start a video from a given frame ? (lets say frame 100) When im setting video.frame and call play(). The video always start from the first frame. 2) Can the videos that the user possibly can choose at a crossing, be prepared when reaching the end of the current video. How can this be done ? Can this be done in background while still playing the last frames of the current video? There is a maximum of 4 possible videos per crossing. At last some screenshots for you to get an idea what it will look like. frame-00
I was using quest 2 and the Mobile native SDK. My question is how to measure the "motion to photon" lantency?I checked the OVR Metrics Stats(https://developer.oculus.com/documentation/tools/tools-ovrstats/) but failed to find it. Thank you.
Hi, I just purchased a new laptop which has good specs that I planned to use for development and when I open the Oculus app it tells me that I do not meet the minimum specs. Here's what I have Intel 11th Gen i7-11370HNvidia RTX 307016 GB DDR4 Ram1 TB M.2 SSDOculus Quest 2 I can't imagine that doesn't meet the minimum specs, so what is going on? I disabled the iGPU feature and even tried disabling the Intel GPU completely, but I get the same thing. It also says it on the headset itself. Here is the link to the actual laptop. It even is advertised as "VR Ready". Will this hinder my development at all? I am having issues getting it working in Unity and I don't know if this is related or not. Thanks
Hello - My app was created several years ago and I need to update the name of the application but it doesn't seem like there is any way for me to do that. Can someone get in touch with me or point me in the right direction? Thanks!
I use Oculus LipSync in my application for Quest and Rift. Articulation works fine. I can record facial blendshapes with my code and then playback the recorded articulations via C# code later. Now I am trying to record the speech while Oculus asset performs lipsync. But I cannot get the sound from microphone because OVRLipSyncMicInput.cs starts capturing sound from microphone into temporary audioclip with 1-second duration, therefore my recording from microphone conflicts with Oculus code. How can I record the sound during Oculus lipsync to play it later simultaneously with recorded lipsync? I use Unity 2019.4.25f1, Oculus Integration 28.0.
Hi.I'm a brand new oculus quest 2 owner.Also a developer.I'd like to develop an app for it by hobby.No plans yet about going to the market with it.Question: can I give an organization name on the developer registration that not exists in real world? Maybe my Firstname Lastname?I can't turn on developer mode without this registration.
Hi,I have installed the latest Oculus Integration package 28.0 and using XR plugin management 4.0.5 and Oculus XR Plugin 1.9.1 for Quest 2 app. But after several import I am not able to find Phase Sync Option. Appreciate any support here.
Hi guys if i use Link i can't open Home Menu only Link menu, how can i fixit ?
In unity if select "OpenXR" from Project Settings->XR Plug-In Management->Android tab and build/push my .apk to my quest 2, my game doesn't display in full screen. I'm just in Oculus home and see a 2d screen of my game environment. If I choose "Oculus" from this setting instead, it works fine. Am I missing a step to get this to work for "OpenXR"? Thanks!
Hi, I'm trying to make interactions for objects / UI.It's pretty simple when using OVRHands and InteractableToolSDKDriver, but when using the OVRCustomHands, there doesnt seem to be anything..Does anyone know how to add that functionality to OVRCustomHands, such as clicking on buttons, the ray tool etc. Thanks RegardsSøren
Hello. I am trying to figure out how to use the OVRInputModule in my game with 2 controllers. I want to have 2 laser beam that comes out of each controller, very similar to how the UI works in the dashboard. However, I can only get one laser to move and be attached to its controller at once. This is my hierarchy. And these are the details of my EventSystem In the OVRInputModule, if the RayTransform and Cursor are set to the ConquestOVRLaserPointer that is a child of the RightControllerAnchor, the laser attached to the right controller will move when the right controller does, but the left laser will not move. If, on the other hand, I set the RayTransform and Cursor to the ConquestOVRLaserPointer that is a child of the LeftControllerAnchor, then the laser attached to the left controller will move when the left controller does and the right laser will not move. Since there is only one on RayTransform and Cursor slot, how do I get it so that the lasers attac
Which requiredFeatures or optionalFeatures does the Oculus browser support on Quest (1 or 2)?From this Stackoverflow-post: https://stackoverflow.com/questions/61291789/how-to-set-highrefreshrate-in-webxr we get some suggestions about features that can be enabled/changed:Foveation: no-fixed-foveation, low-fixed-foveation-level, medium-fixed-foveation-level, high-fixed-foveation-levelRefresh rate: low-refresh-rate, high-refresh-rateStill, when trying this out, only refresh rate works:navigator.xr.requestSession('immersive-vr', { requiredFeatures: ['local-floor'], optionalFeatures: ['low-refresh-rate'] })The above will get me lower refresh rate so that one works!!However,navigator.xr.requestSession('immersive-vr', { requiredFeatures: ['local-floor'], optionalFeatures: ['high-fixed-foveation-level'] })...has no effect...Do we have any official documentation on this??? O
I have created a platform that is floating mid air above the ground with a working nav mesh bounds volume. This works correctly, but as soon as I set it the platform object to movable and try to teleport around the platform, the teleport point reaches all the way to the ground instead of on the surface of the platform. I am still able to teleport around, but this is obviously a problem. You can see in the image how the teleport point is on the ground and the ring is directly above it on the platform/cube surface. I am using the teleport blueprints that are in the UE4 provided VR examples, The reason I am doing this is to have a large airship that can be flown in the sky, but also able to teleport around it while it flies. Thanks in advance!
Hi everyone, I'm trying to take advantage of the improved image clarity that OVROverlay provides compared to standard Unity UI to render interfaces.I have a scene with multiple tablets that the user can grab and interact with, and since these can be moved arbitrarily using grab manipulation mechanics, I need to make sure that they a) intersect correctly with the scenario and b) intersect correctly with each other or at least can have their sorting order changed at runtime depending on which one is in front.I already managed to make it work by using OVROverlayCanvas and having OVROverlays in underlay mode. But I cannot get the rendering to meet all conditions:If I set overlay.noDepthBufferTesting to false, I get correct intersections between the two tablets but they will always render on top of the scenario. There is no depth interaction between the overlays and the 3D.If I set overlay.noDepthBufferTesting to true, which the OVROverlayCanvas component does by default, I get ni
I'm producing marketing materials for a client with an Oculus Quest 2 app, but there's something I'm not following from Oculus Store Asset Design Guidelines | Oculus Developers;The store requires 5 screenshots in 16:9 landscape, but capturing from the headset will only generate a 1440x1440 square from one eye. Is there something terribly obvious that I'm not following?
I also posted this question in the Quest Development board, but I thought people doing PC games might also be able to answer my question.I want to learn to develop games, but I can't draw to save my life. I would like to know if any of you have succeeded in developing a game or app despite not being able to draw/having no artistic ability. I'm not looking for people who are trying to develop a game or in the process of doing so. I'm just looking for those who have completed development so I know that it is possible and so I can ask them questions about how they did it. Thanks!
I want to learn to develop games or apps for the Quest 2 but I have no artistic ability. I would like to know if anyone on here has succeeded in developing games or apps despite not being able to draw or anything. I'm not looking for people that are trying to do so, just those that have succeeded, so that I will know it is possible, and so I can ask questions of them. Thanks!
HiI want my game to run on Oculus Quest 2 headsets, but I don't plan to support Oculus Quest 1 headsets. I'm developing in Unity. In the Unity Editor I have set Project settings -> XR Plug-in Management -> Oculus -> Target Devices to have Quest 2 ticked, and Quest unticked, BUT when I upload the build to the Oculus Developer Dashboard and preview my Product Details Page (PDP) it says that the game supports Quest & Quest 2. Is there some special way for me to tell the Dev Dashboard that I don't support Quest 1? Thanks for any help Paul
Hi, Now that Oculus has officially discontinued Oculus Quest,I need to know whether I can still develop apps and games for Oculus Quest using Oculus Unity3D SDK.I need to know if there is a deadline for the apps that can be uploaded to the Oculus Store which was made for Quest onlyIn the Oculus documentation, it was mentioned like this "From the hardware standpoint, all apps that target Oculus Quest are automatically compatible to run on Oculus Quest 2". So does that mean if I develop apps for Quest, will it be supported for Quest 2 automatically, or do I need to do any additional changes in my app for it to support Oculus Quest 2 also.Since now, Oculus Go support has been deprecated by the Oculus Unity SDK, will there be any kind of similar issues, if I develop apps and games for Oculus Quest too in the near future?Can someone please answer these questions. Thanks.
Hello!This is my first post. I've implemented a simple BP for thumb stick movement and camera rotation. However, when I "Close" my fist, or pick up an object, it interferes with my movement. My guess is that somehow physics of the hand is interupting my movement. If I close my fist in from of me, I can't move forward. If I put my fist to the right, I can't move right, etc. I started with the mobile VR content. (The one with the ability to teleport and pick-up cubes). This is my BP for thumb stick movement. The 2 sets are for variables I use somewhere else, and they work flawlessy. This is code from the template. I;ve disabled telaporting: Any help or insights would be greatly appreciated! I've worked around it for as long as possible, hoping a solution might present itself. No luck so far.
Using the oculus fork of UE4.26, two sided textures ignore the basecolor node when using the forward shader. This does not happen in unreal 4.26, only in the oculus fork. Has anyone experienced something like that, and what is the best way to combat it?
Hi,We have a question about how it's working now. Previous to have a chance to get your app on the Quest Store you needed to send a draft or idea of a project on a very-early level of development to the Oculus team. Oculus wrote it clearly "Send your idea as soon as possible to avoid money spent on product that will not be on Quest Store when we decide this way". Now Oculus gives us Lab Apps - that is a really good solution for some small demo and b2b apps but for other apps like games ?1) Previous : you send idea and Oculus team say if this title will have a chance to be on Oculus Quest Store before you spend all money and even start think about developing2) Now : you need to spend all your time and money to create an app that MAYBE will go to Store - Oculus will decide if this is good or not and you don't have any voice in it - this is absurd!We asked support if there are some conditions that the app needs to meet to be promoted from Lab Apps to Oculus Quest Store - Oculus team don't
Hello all, I'm a Quest user keen on Hyperdash, Pop One and Blaston. My company is looking for a UK based VR developer to work with on a project. We would like to build something akin to Wrench and Car Mechanic but for a different purpose. I know Wrench uses Unreal. I'd be really keen to connect with people to discuss the project, whether interested in participating or people who could recommend the right people to speak to. Thanks
Hello all, I'm a Quest user keen on Hyperdash, Pop One and Blaston. My company is looking for a UK based VR developer to work with on a project. We would like to build something akin to Wrench and Car Mechanic but for a different purpose. I know Wrench uses Unreal and Unity could probably also be used. I'd be really keen to connect with people to discuss the project, whether interested in participating or people who could recommend the right people to speak to. Thanks
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