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I'm trying to develop a new type of keyboard for Oculus Quest but I can't find any information related to the keyboard and where I can implement another one.Someone knows how to do it? I will be very grateful if someone helps me.Thank you
I am a UE4 developer , how to package gesture recognition to PC. In editor, start VR preview, gesture recognition is normal, but after packing, gesture recognition cannot be displayed .please help me, thanks!
Hi,Can I use controllers as an addition to my hands? For example, as additional trackers for real items.PS: Perhaps it doesn't matter, but I'm developing with the Unreal Engine.
Hi,is there a more detailed documentation on how to use the "Required Assets" workflow in Unity for Oculus Quest?The docs just cover it briefly in "unity/ps-assets/" (can't post links yet unfortunately)I want to have a large 8GB video file as "Required Asset" file and use it in the Unity Video Player.How does this work together with the Unity AssetBundle System?How do I exclude the original video from the .apk?How do I reference the video from the "Required Asset" file in the Video Player?I first want to test this locally and not use the Oculus Store but push the .apk locally with ADB.Any help would be very much appreciated!
I keep getting 'DllNotFoundException: libovravatar' this error.In Update() calling this 'IntPtr message = CAPI.ovrAvatarMessage_Pop();'.I haven't made any changes to this file and just imported the Oculus Integration package from the asset manager.
Hey! I have created a new release channel for external QA, they have access to our app and all working fine for the most part. However when they try and purchase addons from within the app they are blocked by an Insufficient Permissions popup. Its not clear where on the platform or in any settings anywhere why they are getting this. Any ideas what I'm missing or where I set the permissions? Thanks in advance.
When submitting an app to the app lab, do I need to enter payment information, bank information, etc. even if I do not plan to charge?
Hey, I'm currently in the process of making an application to control a webcam and laser pointer, attached to two servo motors and raspberry pi. My goal is to stream the feed of the webcam to my oculus quest 2 so that I can play with my dog using the headset once I go back to University in September. Molly (my dog) has gotten used to me being around the house whilst school was online this past year, and now that I'm leaving she's going to be stuck at home alone whilst my mum and brother are out of the house. I figured I'd learn about VR development whilst providing some utility for her so she doesn't lose her mind next year. Unfortunately, all the cameras I have found so far are very expensive, and I can't really afford them at the moment as a student. If anyone could point me towards a camera setup that is relatively inexpensive I'd really appreciate it. I'm located in Alberta, Canada btw. Thanks for your time if you got this far! - Vic
Just did the F8 hackathon, my intermediate at best knowledge of C# and many internet searches failed me in one respect. Try as I might have I could not save a wav with any voice data. I used some code from lipsync and got sound, could create a wav file header but no sound data.Tried many methods. So, instead I'd like to figure out how to stream the data to wit.ai.If you have any idea how to make this happen? Hackathon done but I need some help making this work.How does FB make it work? Also I'd like to add automatic activation in my app of this feature without having to click anything like it is available globally and my wake message can be activated.
Hello, I'm trying to upload an apk to the store for the Quest but I'm always getting a message "Platform abandoned" (translated from French) :I tried to modify the manifest to get around that but no change in the signature seems to do the trick... Also, as an information in case of interest, my app is also referenced as for "mobile phone" but I don't know why it went this way (it is intended for the Quest), neither how to change that...Anyone knows what that means and what parameter I should change to get over that error ?Thanks for you help.
I get this behaviour when i try to implement the overlay keyboard iniside oculus quest, any help will be appreciated.
develop c++ only Oculus app on PC and use quest 2?
Hello! I'm on the hunt for code (C, C++ or anything that looks like C) that will allow my app to find the intersection of the Touch controller beams against any cylinder projection "screens" created in the app. Pretty much what Oculus Home uses to allow the user to click on buttons or other UI controls in the large, main screen in it. I just want to make something clear: it is very tempting to say "hey, that is just a ray-cylinder intersection algorithm - google for that". That's not entirely true - the Oculus Mobile SDK does not really expose general cylinder construction parameters that we could use in generic intersection algorithms (even though there is a very intriguing matrix inside ovrLayerCylinder2 that I always suspected might be the key to solve the issue). This is why I'm currently looking for a solution which I can send the ovrTracking data of a controller, the ovrLayerCylinder2 data of the screen, plus whatever else is needed, and then it returns the (x, y)
Hi all! So I've been implementing the Oculus SDK authentication code into my PC VR game, but it seems that when the Oculus PC client is inactive and needs to start together with the game, Users.GetLoggedInUser() does complete but Users.GetUserProof() does not complete which results in my app hanging. Is there some kind of fallback I can use to detect if something is stuck? I know that there is a fallback where the request itself is NULL because the Core hasn't been initialized yet. However the Core already has been initialized, so the user now waits forever to let Users.GetUserProof() complete. There is, of course, one way to resolve this and that is by using Coroutines, but that's a cheesy way to fix it and I would like to do it as neat as possible. I'm looking forward to your responses! - Maarten
Okay, so been developing a native engine port to Quest and Quest2 that's been running absolutely fine for months until the latest MobileSDK update and/or headset updates (it's been on the shelf a month and getting back into it). Now the app runs horribly slow on both Quest and Quest 2 so I hook up RenderDoc and it blasts away flawlessly on both headsets. WTF? Turn off RenderDoc and performance is horrible again, turn it on and it's fine. What am I missing? Is there a debug setting somewhere that's looking for the RenderDoc server or something? Help please!
48 programming hours straight, for the life of me I cannot find out which Hand is holding the item ??? LTouch or RTouch ???? I Edited My OVRGrabber Script : protected OVRInput.Controller m_controller; public OVRInput.Controller GetController() { return m_controller; }ASSUMING Something Like This Will Shoot Only If The Trigger Is Pressed On The Same Hand As The Grabbed Object void Update() { OVRInput.Update(); if(OVRGrabbable.isGrabbed && OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger, OVRGrabbable.grabbedBy.GetController())) { simpleShoot.TriggerShoot(); } } Why is this not working or is there a better way to keep track of which item is
We have created a secondary account on our Quest 2 for my son. He has made some in-game video recordings but the Quest will not allow us to connect it to a PC under his account so he can copy the recording off for editing. I have tried under my admin account but I cannot see any other user's data. Is there a way accomplish this? If not, I think that this should be something to add in the future. Thank you
So I'm trying to test out my Unity stuff with my Quest (I just started) and all I had was a flat plane as a test. However, when I press the Build and Run button, it builds it and runs it on my Quest, but I get stuck on a rapidly flashing Unity logo with tons of errors. Any help would be appreciated! And I did install the required components for it, I followed a guide.
How do I watch courtside NBA on my oculus quest 2
So I'm really excited at the prospect of headmounted desktop computing, but what I've seen so far is either mock-up renders or someone typing on a Logitech keyboard into a browser window.This is all very good, but I'd like to start thinking about what tools I could develop. Are there any indications as to when the developer community is going to get access to APIs?If it was confirmed today that it would support Java Swing apps, I'd probably start prototyping stuff tomorrow....
which oculus for pc dvlp for network shared application i.e. religious ritual
Hi, my reflections and reverb work fine in the editor, but they dont work when i build the game. does anyone have any ideas why this may be happening?
Hello, I am doing a multiplayer VR game using the Oculus hand tracking system. I face a problem that the players could only see their own hands because only one OVRcameraRig allowed being activated at each player's scene. If I active two OVRcamera in the scene, the player's camera will be locked. But the OVRhandprefab was should be attached to the OVRcamera. I tried to remove the OVRhandprefab out, but the camera couldn't track my hand anymore. So, how do make the players see others' hands in multiplayer VR games? Thank you!
Hi, I'm working on a VR application in Unity for the Oculus Quest 2. In the Standalone version of my project all of my skyboxes look good without any pixelation. But when I ported the project to Android platform to develop the application for Quest2, the skyboxes now look pixelated. I had tried multiple compression formats for skyboxes, but none of them is removing that pixelation. Can you suggest the texture format and import settings for a skybox to appear at it's best quality ?Thanks!
Is there resource we can use in order to get the Oculus launcher's hand gesture UI design( the cursor ,raycaster and pinch) implement inside our own app?Exactly this one :https://scontent-arn2-1.xx.fbcdn.net/v/t39.2365-6/10000000_600036094260240_6384613036823934243_n.gif?_nc_cat=104&ccb=1-3&_nc_sid=ad8a9d&_nc_ohc=cMvSJpPDR6EAX9ph0-r&_nc_ht=scontent-arn2-1.xx&oh=079a9909c3704d1dd2fbca7e3416c907&oe=60B96C53
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