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How would I go about retrieving the username of the user playing my game? I already have the entitlement check setup and working but I can't figure out how to access the Oculus identity with the Oculus Name and Oculus ID in Unity.
My unity project is running super well on Quest 2 at 72hz. I believe the game can run at 90hz but I have no clue where I can set the FPS limit/lock. Where / how do I set this FPS lock for my game?
I have a Santa Cruz dev kit from early 2018 (EAS-M10) and ever since the firmware updated OTA a week ago I have been unable to pair the device with the Oculus App on any iOS device I own (I don't have an Android device to try this with). I have tried:Turning bluetooth on and off on both iOS devices I tried this with (an iPhone X and an iPad Air 2)Restarting all devicesTrying to follow the instructions in the pairing process exactly - ie turning off the Quest while it's plugged in, turning it on at the appropriate time, etcI tried leaving the Quest on over night to fully charge and hopefully do any more OTAs Tried factory reset via fastboot menuTried ADB logcat to see what happens during the pairing process, and it seems like the devices are communicating via bluetooth but maybe some connectivity issues on the device?03-21 19:48:24.531 1458 1767 W CompanionServer: No connection03-21 19:48:27.200 1245 1723 I bt_btm_ble: btm_ble_resolve_random_addr_on_conn_cmpl unable to match an
I'm porting a game to Quest and so part of my work is to interface the engine's Vulkan renderer w/ the Oculus Mobile SDK.I believe I'm setting up the SDK correctly (I'm following the examples and the guidelines from Oculus' docs) but still I'm getting a nasty error when trying to submit a frame.Here's a high-level list of the things I'm currently doing:I initialize the API.I create a Vulkan instance and device w/ the expected extensions.I acquire per-eye swapchains and get Vulkan handlers for each of their images.I setup framebuffers and renderpasses using those images.I acquire a native android window.I enter VR mode (making sure the app is resumed).Then at the end of my render loop I setup an ovrSubmitFrameDesc and then call vrapi_SubmitFrame2(). I'm also making sure I only call vrapi_SubmitFrame2() after all work has been submitted to the GPU (I'm currently using a fence on my work queues).However, as I mentioned before, the call to vrapi_SubmitFrame2()
Hello, I am working on our game to include VR support using OpenXR. Everything is set up and working fine, and now I'd like to add support for ASW. I use the XR_KHR_composition_layer_depth extension, and provide the depth buffer in the XrCompositionLayerDepthInfoKHR structure as the next parameter of the XrCompositionLayerProjectionView for the runtime as in the docs. I am using D3D11, my depth swap chain is in DXGI_FORMAT_D32_FLOAT format, and I use reversed depth. As the result, all I can see is blocks, all around the screen. I can't post shots for legal reasions, but I have managed to reproduce this with one of the Microsoft sample applications for OpenXR: OpenXR-MixedReality/samples/BasicXrApp at main · microsoft/OpenXR-MixedReality · GitHub Here I get the following result which practically producing the same artifacts as in our game:Interestingly here it only affects the left eye, but in our game it is present for both eyes. If I disable ASW
Hey everyone.Since we dont have hand tracking in-editor via Link (Guys please tell me this is coming, dont see how handtracking development will take off without it), I´m working on a small tool app to record and serialize hand poses for pose recognition in a game.So, I would really like to have a way to interact with Unity UI. Raycast and click, thats all I need. I tried making my own HandTrackingRaycaster to use with a Canvas, but it doesnt seem to be working. Is there really not a built-in component for this?
Here I was, sailing the deep seas of the internet and are suddenly encounter a blog that caught my attention. I started looking threads and found one on the NerverGear, the helmet that can take you to the virtual world of anime Sword Art Online. My goal is not to debate this topic on the anime, since this is not the appropriate place, but specifically on the helmet and say why it is a not very distant reality. I'll tell you that the text will be rather large, but those interested, read, will not regret. Let's GO!But ... What is NerveGear?Many people do not see anime, or did not see or know this specifically, then, here's a basic explanation: In 2012, the anime Sword Art Online (SAO) showed a fictitious reality - and well palpable - as we could see in terms of Virtual reality technology in the year 2022. The NerveGear, shown in the anime, is a helmet that reads and sends information to the brain. It serves to read and transform into brain pulse commands within the virtual world and to s
In Quest development, we use InputFocusLost and InputFocusAcquired messages to pause the app. However, if you open the Oculus menu and further open or close the Wi-Fi settings screen, unnecessary InputFocusLost/InputFocusAcquired messages are sent, which makes the app works incorrectly.Each Oculus Quest 1 and Quest 2 have different behaviors.# On Oculus Quest 2 Symptom: When closing the Wi-Fi settings screen, unnecessary InputFocusAcquired and InputFocusLost messages are sent in a row. OS version : 28.0.0.221.359.284529906Runtime version : 28.0.0.230.359.286257763- Open the Oculus menu2021/04/27 14:08:30.147 11950 11973 Info Unity [OVRManager] InputFocusLost event2021/04/27 14:08:30.179 11950 11973 Info Unity [OVRManager] OnApplicationFocus(false)- Open the Wi-Fi settings screenNo messages are sent.- Close the Wi-Fi settings screen2021/04/27 14:09:04.312 11950 11973 Info Unity [OVRManager] OnApplicationFocus(true)2021/04/27 14:09:04.313 11950 11973 Info Unity [OVRManager] Inp
Hello everyoneI start off by saying that I'm new to coding in Unity and for Quest and I find the official documentation hard to navigate but I welcome if you could point me to the answer assuming it's there.I'm trying something very simple, to create a private room with the Platform.Rooms library.Oculus.Platform.Request room = Rooms.CreateAndJoinPrivate2((RoomJoinPolicy)1, 2, null);This simple line I got returns NULL and I have no idea whyAnyone can give me some insight on this?Thank you!
I am currently studying making vr games. I am developing using Quest 2, but I want to make a game using mrc provided by Oculus. How do I make it like the mrc version of beatsaber?I have mrc installed, and the beatsaber game works fine on obs.I am currently making a vr game using unreal4. Can I just make a game and package it for Quest 2?Should I render using composure?If anyone knows, I would like to answer.
I use joints plus joint radius to build pentagon tubes for the hand mesh. It's fast, looks decent, is easy to work with, and is consistent across platforms. It looks like the Oculus runtime is reporting joint radius as half size or something. My fingers are the correct size on other platforms, but Quest gives me dracula needles instead 🙂 This is on a Quest 2, using the 1.0.13 OpenXR SDK published on 2021-02-19.
How do I fix my Oculus Quest 2. My menu screen is so small. Giw do I get it back to big screen?
https://youtu.be/aYRUYtSFBCw https://youtu.be/8m9zVJL5CyI Just wanted to share this incase it helps anyone. This script moves and rotates the camera in a way that it gives the illusion that you are picking up the entire world and looking at it. (Really looks good with a solid black background)Features:Zoom in/out to point (move from first person to a gods eye view smoothly)Rotate around point (I had 3dof rotation working once but I forgot what I did. Ill update this if I figure it out. )3 dof movement. (Feels kinda like lone echo or the climb when zoomed to first person scale. And when zoomed out it looks like you are moving the world)Very simple also 18 lines of code. In the description on the first youtube link. Ill clean it up and move it into this thread soon.See how I used it in my free app.http://Store.steampowered.com/app/602630
Hello! I am new to VR development, and I am starting a new project by following the setup instructions on Oculus' website. This is what I notice: I have Unity installed, have setup my Quest 2 for Developer mode, and created a new project using the "3D" template.I go to File > Build Settings and switch to the Android PlatformI select my debug device as my OculusI click on the Switch Platform buttonI see Unity install several Oculus assets (takes about 10 - 15 minutes)I then proceed to install the Oculus Integration package, as per the instructionsI see Unity install several Oculus assets (takes about 10 - 15minutes)I then proceed to enable VR Support by installing the XR Plugin Framework, as per the instructionsI see Unity install several Oculus assets (takes about 10 - 15 minutes)I'm finally able to build an example app and launch it in my Oculus Quest 2 ExpectedI expected the Oculus assets to only be installed once and be able to build an app within minutes.&nbs
Hi! I'm porting an application from OpenGL to Vulkan and it's time for VR. Until now I've been obtaining swapchain images via OpenGL API and it worked well in the following way:- Runnig application wants to turn on VR- Oculus session is initialized, gl texture handles obtained for swapchain- Rendering is blitted into those textures and they are presented Now with Vulkan things look a bit different, but ideally I would like to keep the workflow:- Running application wants to turn on VR- I get a physical device for existing vk instance (already used for usual desktop rendering) via ovr_GetSessionPhysicalDeviceVk (this step works)- I create swapchain via ovr_CreateTextureSwapChainVk using existing device (this step fails)- I obtain images to render to- Rendering is blitted into those images and they are presented The step that fails uses logical device created during application startup - not a new one I supposed to create from the physical device returned from O
Hey,I already implemented an objectpool to avoid spawning a lot (well .. 20) actors in one frame during gameplay.So what I do is when I need actors, I move them and activate them (setActorHidden to false) and activate their components.This somehow causes the GPU to increase in ms for some seconds, until it will go down.Sadly it increases even more depending on how many actors are changed to visible. So it could go high as 40ms, which laggs a lot.Did anyone experience this before?
So I've got code that uses the OpenXR hand tracking extension, and it works perfectly with HoloLens 2 and the Leap Motion layer. On Quest, I can see the extension, xrGetSystemProperties reports it as available, I have the manifest settings configured and the app does not ask me to switch to controllers, but XrHandJointLocationsEXT::isActive always reports false when calling xrLocateHandJointsEXT!Any thoughts as to what I'm missing here? Is there some additional configuration I may have missed, or is this perhaps still buggy?Engine is custom, StereoKit, so it's native code. I'm using the 2020-12-04 (OpenXR 1.0.12) release of the Oculus OpenXR Mobile SDK.
I am trying to get my Quest2 to update to anything other then v23 - even trying to force it sideloading doesn't seem to work. I have factory reset, tried a number of things - turned on automatic update turned off automatic updates.I think it is pretty hard to test user bugs when you get a bug on a particular version of the software and your headset is stuck on some other version. There should at least be a way for developers with a game on the store to be able to install a particular version of the software. if you aren't going to have everyone on the same version that is. Any suggestions on how to get this thing to update? - it is a quest2 dev kit.
This has been verified with Oculus OpenXR runtime version 1.58.0. To get the headset angular velocity, I use code like in the following snippet: XrSpaceVelocity velocity = { XR_TYPE_SPACE_VELOCITY }; XrSpaceLocation location = { XR_TYPE_SPACE_LOCATION }; location.next = &velocity; XR_CHECK(xrLocateSpace(viewSpace, localSpace, displayTime, &location)); This works as expected with both the WMR and Valve OpenXR runtimes. With the Oculus runtime, however, velocity.angularVelocity always contains {0,0,0}, despite the XR_SPACE_VELOCITY_ANGULAR_VALID_BIT flag being correctly set in velocity.velocityFlags.
Hi all,We are a small team and currently working on our first VR project and looking for some solutions on how we could connect our backend which will be JAVA based with the Unreal Engine. I am relatively new to Unreal and I am looking for some guidelines choosing an API for this.Thanks for your time.
Is there a way I can install the Oculus Companion App on the Device Emulator and be able to test Oculus Quest Native Apps? I have tried a few things but to no luck.Thanks.
So, our Unity app has a lot of simple objects, and pushes the GPU pretty hard. Looking to squeeze every last drop, I took the oft-cited recommendation to override the texture compression to ASTC. Unfortunately, I noticed a fairly significant drop in runtime performance - maybe 10% or more. Enough to dump us down from 72fps to 60 in many cases. Is this unusual? I'm curious to know the technical reasons why ASTC is supposed to give better performance (as per OVR Performance Lint, and several articles) and what our use-case might be doing to foil that. Any info, or even anecdotal notes would be appreciated.
Question about App Lab requirements. Can I require a user to login with credentials in order to access the application's main features, or is that outside the app lab submission guidelines. I've read through them all, but haven't been able to find clarity on the subject. Hypothetical Flow would be1. User opens application2. User is placed into a lobby 3. User much input credentials from 3rd party software to access application4. (If no credentials are present, user can create an account from the lobby)
Hi, Our app was approved on App Lab and is now live, but we only want to release it on 5/5/21 - does anyone know how I can pause it until then? Can't seem to find any controls for that on the dashboard. Thank you.
My build apk file developed in Unity was working on Quest2 a few months ago, but now it's not working. To be more specific, I used Quest to test, and everything is working normally; while I launched the app on Quest2, there was a dark flash and forced to quit immediately. Here are what I changed:Updated the Oculus Integration Package to the latest version (27.0);Updated the Oculus Quest and Quest2 to the latest version;Followed this instruction to upload the app to the dashboard yet with failure: https://developer.oculus.com/documentation/unity/unity-platform-tool/.Since many things have been changed, I'm not sure what caused this problem. If anyone can help with it thanks in advance!
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