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I had some issues with the rendering of spark particles in the Starter Contents. After investigation i detected that the documentation was writen for older oculus quest, and for quest 2 the unreal project setup must include plattform/android/build/Support Vulkan. I also suggest to include arm64 and set target sdk to 29.
Hello to all, We are Immersive Factory, a French company that publishes and develops VR training modules (EHS) and we would like to deploy our catalogue (more than 20 courses) on Oculus Quest 2.Our courses are developed with Unity and our store in Java + Webview.We have already successfully ported our Unity applications, however our store is more problematic: We have managed to launch and display our store on Oculus Quest 2 and start downloading our applications but the installation of the applications seems to be blocked. We know that this limitation is probably due to Android 10 not allowing "no system" apps to install other apps.Is there a way (Android overlay, service, intent?) to install APKs from another java application? Unfortunately, our store also ensures the security and updates of our training modules and we therefore absolutely need it to work.Thank you in advance,Colin.
Testing 4.23p7. Has anyone noticed / can anyone confirm that projects converted from 4.22 crash immediately on the Quest? Steps to reproduce;1. start 4.23.0p7 from launcher2. select an existing project and Open A Copy3. in the project settings, change the 'Package for Oculus Mobile Devices' to Quest4. package + install5. open on Quest - immediate crash - no splash screen.In the logcat I see:Fatal error: .... ShaderCompiler.cppError: the global shader cache file '../../../Engine/GlobalShaderCache-GSGL_ES3_1_ANDROID.bin' is missingAny suggestions?Edit1: tested some more and I get this error as well with a brand new 4.23p7 project. Reported @ Epic.Edit2: changed the title. Problem seems to be the GPU lightmass plugin. If that code is in the UE dir, it crashes builds on the Quest. More info in my post #5Edit3: same issue and workaround for 4.23.0p8
Hi all,When submitting an application for applab (just as a release channel, not for the store just yet), I have noticed that it sometimes takes a very long time before users (including myself) can test the application. Is there a way to check when this is ready/how much time is remaining? The app is listed, but when launching it, it just keeps loading. When I sideload the apk myself it works fine.Thanks for your response!
Hey,I have an issue with taking screenshots in an app that I made in Android Studio,I have tried several different permissions: WRITE_EXTERNAL_STORAGE, READ_EXTERNAL_STORAGE, CAMERA, CAPTURE_VIDEO_OUTPUT, MEDIA_CONTENT_CONTROL, READ_FRAME_BUFFER, I have also tried removing the FLAG_SECUREbut no matter what I try inside the Quest 2 headset I get the message "The developer has disabled taking photos in this app."
I'm a bit confused about the compatibility of the XR Plugin and Oculus Integration download from the Asset Store. I need to use the OVROverlay script found in the Oculus Integration Package. This requires the OVRManager to be running - which is normally attached and initialized with the OVRCameraRig. Is it possible to use the OVROverlay without using the OVRCameraRig, using instead the XR Plugin's camera rig?
I am creating a VR project using the oculus-4.26.1-release-1.59.0-v27.0 branch of Unreal Engine. I have done the default Android setup as mentioned in Unreal Documentation. I have also added the paths to the SDK, NDK and JAVA in the "Android SDK" section of "Project Settings"Now, my questions are,What values should I put in the "SDK API Level" and "NDK API Level" in the Android SDK section of Project Settings?What values should I put in the "Minimum SDK Version" and "Target SDK Version" in the Android section of "Project Settings"?Do I need to download any other version of Android SDK or NDK using Android Studio? I currently have Android API 30 and 29(Android 10.0(Q)) SDK installed. For NDK, I have 21.1.6352462 Installed. I have searched for answers regarding these questions everywhere and all the posts about these are out of date. Any help will be appreciated!
so with a blank project, following the guide on oculus.com, i can run it on Quest 2.But after i imported Unreal Automotive Beach environment, the environment level and the blank level (that was able to run just fine) now no longer work. It doesn't matter which level i set as the launch level, the app simply crash a few secs after launch on Quest 2. any idea how to see what caused the crash? usually when i was developing an android app thru android studio, the console window will show what caused the crash. but unreal didn't have this feature. the console/log window simply saying that it has successfully installed and launched the app on Quest 2. thank you
I've developed Unity builds for Android and wanted to try some of the plugins I've created for different device communication protocols with the Oculus Quest. One of which is the with BLE MIDI using the Android midi API [android.media.midi] (https://developer.android.com/reference/android/media/midi/package-summary).However, I tried a BLE MIDI plugin, and the first thing I noticed running the Unity app was that the midi feature is not supported on the Oculus: if (!context.getPackageManager().hasSystemFeature(PackageManager.FEATURE_MIDI)) { // no midi support }Other Bluetooth communication methods I've tried:I can connect BT and BLE devices to the Oculus, so I can see the device, but without the MIDI feature, the most likely other option would be to connect to the device over GATT and communicate through a custom GATT service (possibly HID). 1. Bluetooth Classic Serial Communication (THIS WORKS):I have a plugin that works with Bluetooth serial with the
I am attempting to get my cross-platform Unity app certified for the Mac App Store, and am getting several validation errors related to the OVRGamepad.bundle shipped with the Unity OVR package (we support VR on Windows): Unsupported Architectures. Your executable contained the following disallowed architectures: '[i386 (in <myapp>/Contents/Plugins/OVRGamepad.bundle/Contents/MacOS/OVRGamepad)]'. New apps submitted to the Mac App Store must support 64-bit starting January 2018, and Mac app updates and existing apps must support 64-bit starting June 2018. After examining this file, it looks to be a universal binary containing both i386 and x86_64 architectures. I can strip out the i386 arch, but it would be nice if these were packaged as separate files so I don't have to do surgery to separate them. Invalid Bundle Identifier. The application bundle contains a tool or framework [<myapp>/Contents/Plugins/OVRGamepad.bundle] using the bundle identifier '', which is
Hi friends!I have a couple compute shaders in my unity application. Everything works well in the Unity editor using the oculus link, but when I build and run on my headset - one of the compute shaders reliably fails. After toying around with the code a bit, I noticed that this error seems related to the number of compiled lines of code in the shader.The original kernel (that doesn't work in the build) was: float nx = states[id.xy].x; float ny = states[id.xy].y; float nz = states[id.xy].z; if (prevStates[id.xy].x >= 1) { nx = 0; } if (prevStates[id.xy].y >= 1) { ny = 0; } if (prevStates[id.xy].z >= 1) { nz = 0; } states[id.xy] = float4(nx, ny, nz, 1); which compiles toCompiled code for kernel SetToZero: #version 310 es #extension GL_EXT_texture_buffer : require layout(binding=0, rgba32f) highp uniform image2D states; readonly layout(binding=1, rgba32f) highp uniform image2D prevStates; ivec4 u_xlati0; vec3 u_xlat1; bvec3 u_xlatb1; layout(local_
Hi EveryoneI am trying the Distance Grab scene on a URP project with both Unity 2020.2 and Oculus Integration (v27) and I got several objects in Pink and another error "NullReferenceException: Object reference not set to an instance of an object OculusSampleFramework.DistanceGrabberSample.Start () (at Assets/Oculus/SampleFramework/Usage/DistanceGrab/Scripts/DistanceGrabberSample.cs:63)"For that reasonDoes anybody how to fix it?Thanks for your helpBest RegardsAlejandroNote: I got the same error in a 3D project...
Hi Everyone,I opened a URP project on Unity 2020.1 and imported the new Oculus Integration plugin version ( v27)to it and upgraded the project materials to URP. After that, I opened some examples of it and I got some objects/materials in Pink. I also got some errors in the Unity Console-" Instantiating material due to calling renderer. material during edit mode. This will leak materials into the scene. You most likely want to use renderer.sharedMaterial instead." -"Component GUI Layer in Main Camera for Scene Assets/Oculus/VR/Scenes/Trivial.unity is no longer available"It seems that the Default- Material in the Pink object was not converter to Lit one, for that reason, Does anybody know how to fix it? Thanks in advanceAlejandro
so when I installed the tools it worked but I accidently clicked uninstall but now it wont reinstall
Hi, I have issues try to get the oculus to work with UE 4.26. I'm using a mac, so I'm testing with a default vr project before to put in mine, i don't have any problem when using 4.25, is all working fine, i set as in the manual here the project for VR, i have android studio installed and everything g set up correctly i can move around and i can navigate throughout the environment with no problem and everything is working as intended, control reacting well and working properly.While if i try the same on 26, i get stuck in where the camera is, and with the teleporting symbol on the floor and controller are messed up, so i have my left hand with right mash, the other mash is left on the floor and anyway they not react with the triggers like the used to in 25. as well I can't move physically around it's just static. I tried to follow the setting in the website bit also tried to keep the working on 25 but there is no luck. To mention as well that on 25 when oculus is connected i
Hello, Developing an app and installed it to the quest so it shows up under unknown sources and runs. However, switching to the test account the unknown sources has no apps. How to get an unknown source app to run under a test account? Am I doing it wrong? Thanks for any help,Dennis
Hello. I'm creating a Mobile SDK application, and I'm experimenting a trouble when handling input: When I run my application from the dashboard vrapi_GetInputTrackingState returns ovrError_NotInitialized and Logcat shows:2021-04-14 19:25:18.131 12351-12457/com.oculus.sdk.vrcubeworldna W/VrApi_Input: vrapi_GetInputTrackingState: ovr->Destroyed If I start the application debugging everything runs correctly.What mean ovr->Destroyed? Thanks in advance.
I have an older t5500 computer, and the USB3.0 pci card I got does not seem to be working. I wanted to know if anyone has developed content in Unity or Unreal through virtual desktop instead of with the LINK cable?
Whats does this mean?Assets/Oculus/SampleFramework/Core/HandsInteraction/Scripts/HandPhysics.cs(110,22): error CS1061: 'OVRPlugin.BoneCapsule' does not contain a definition for 'Points' and no accessible extension method 'Points' accepting a first argument of type 'OVRPlugin.BoneCapsule' could be found (are you missing a using directive or an assembly reference?)Getting this after updating Oculus Intergration
Hello, we recently ported an app from quest to rift so it runs natively on PC, the main function of the app is to play 360 videos. The app needs a codec to play these videos properly. If I understand the oculus store guidelines we must not create an installation executable and upload that to the store, we need to upload the app in a zip file. What would be the best way to deliver this codec to the end users?
I'm trying to publish a small VR experience I put together over the years. After I packaged it (ue4 (2.24.3) the sound only works when the Oculus Dashboard is open. No Sound when in the game. I don't have any "in focus" Notes attached to my soundnotes. Did anybody experience this before?
Hi, I know how to get a public variable to show in the editor. (no biggie right)And there is of course no problem to do this to customize OVR scripts. But... in some OVR scripts this is not possible, but no problem in many of them.I can customize the script and send variables and data from other scripts.But I can't find a way to set a public or serialized variable to show up in the editor. What the fudge am I missing?It's driving me nuts! I have tried: public bool isAlive; [SerializeField] private bool _isAlive; I have even tried placing them between the scripts original public variables.Nothing in the editor...
Hi - I am studying for a PhD and have a question....I've created a draft VR file in Quill and have uploaded it onto my Oculus Media Studio to view in draft format. I don't wish to publish it. I would like to share the VR draft with my supervisors, so they can view it remotely on their own Quest headset. I've created one supervisor as an 'admin' in the developer members section. Does this mean that they will automatically be able to see my library? If not, how do I share my file? Thanks in advance
I fall on the extreme lower end of the PD (pupilary distance) range, with a PD of 53. The Quest 1 had a minimum PD of 56, low enough that I could use it comfortably, as long as it wasn't for long periods of time. Now that the Quest 2 has a minimum PD of 68/69, I am noticing severe eye strain when I try to use my headset. Is there any possible fix for someone like myself with a low IPD?
We're not able to update our apps on the Go because it's been sunsetted. Now, we're also not able to get our apps approved through App Labs as they're incredibly backlogged. We've been waiting for months. So what would you advise developers to do to be able to distribute on your platforms? We've been bumped off the Go with nowhere to land on the Quest. Can you please let us update our apps on the Go while you're clearing the backlog of App Lab apps? Or give us a private release channel where we can distribute our apps on Quest? Thanks for listening.
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