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Never worked on mobile last three years focused on desktop only VR apps. Also abandoned both Unity and Unreal at that time.Now wanted to prototype a social exploration app for Quest, with just some geolocalized locations to be explored together with the possibility to interact by voice, and free locomotion.No score, no complex rooms, just VR exploration with some features and locations to be added later.Wanted to ask what engine might be more suitable for the goal, considering will be at the beginning just a prototype to be made with less possible usage of coding, easier possible development and deployment, good looking results, stable and integrated environment, future remote manegability, possibly to public test a beta without many troubles.
I've been working in WebXR a lot recently and I find myself needing to clear caches files several time per day. Most desktop browsers have a feature in the development tools to disable cached files. Is there a way to do this in the Oculus Browser on Quest?
Hi all,I need help with the multilingual keyboard.The app successfully printed the keyboard, but it cannot be converted to Korean or Japanese.I'd like to know if there's a solution.I need help.
Hi All,using Unreal 4.14 and blueprints I cannot seem to be able to get the entitlement check to work.It just crashes(fails) every time. I think I have done what is needed but maybe you can tell something that I am missing?- The Oculus subsystem plugin is loaded.- I have added a DefaultEngine.ini into a 'Config' folder in the project root.- I addded the blueprint node that does the check to my startup levels Level Blueprint.Is there anything else I need to do?EDIT: Btw, this is a No c++ project, so far. And with the Oculus subsystem now being a plugin would I need to do any of the build file edits as I see described elsewhere?Cheers, Fred
Just curious if anyone else is doing mixed reality capture and have encountered problems with the latest update. I had to move and re-calibrate my camera (using the CameraTool.exe utility app). The marker detection portion works fine. But I can no longer tag the placement of the headset - it appears the buttons on the Touch controllers are not being recognized (neither X or A buttons do anything). When you look inside the headset, it also appears the CameraTool app is hanging up the Rift - and all you see is the generic app load screen with the words "Loading...."I realize very few people probably use the mixed reality features, but if so, I'd love to hear if it's working for you.
In the "Down the Rabbit Hole w/ Oculus Quest" post for the Oculus Quest, the following is mentioned:Finally, discarding a fragment in the middle of a fragment shader (via discard, alpha test or clip()) causes the GPU to re-render the entire tile, and should be avoided in all shaders.I'd normally post the link but my account is too new, so you'll need to Google for it. It should be the top result for "down the rabbit hole oculus quest".How would you go about conditionally rendering fragments with the URP and Shader Graph?Specifically, the game's design has regions where objects are not rendered.Imagine you have a plane. That plane can move. All shaders receive that position and only draw whatever is on one of the two sides. This is currently done in an Opaque PBR shader graph with an alpha clip value of 0.5. The shader sets the alpha to 0 or 1 depending on the world position relative to the plane's world position.Don't worry about the holes that are caused by looking through partially-r
Hi! I am a VR game developer. How can we get the video stream in Oculus quest2 in Unity3D?I am using unity3d.- I want to export the video capture by the four cameras.- I want to get a video of the surrounding environment shown in the display.Can I do this using unity3D pkgs?Are these functions contained in the Oculus lib?
Hi! How can we get the video stream in Oculus quest2 in Unity3D?I am using unity3d.I want to export the video capture by the four cameras.I want to get a video of the surrounding environment shown in the display.Can I do this using unity3D pkgs?
I am getting an APK not signed message on build upload to a consumer release channel on Oculus Dashboard, however it was working, details below.This is the output from apksignerVerifiesVerified using v1 scheme (JAR signing): falseVerified using v2 scheme (APK Signature Scheme v2): trueNumber of signers: 1I have no problem with Unity 2019.4.19 using the Standard Utilities Plugin and the previous Oculus Integration (not sure what it was but not 23.1)However, I am now using 2020.2.4, with XR Plugin Management 3.2.17, Oculus XR Plugin 1.7.0 and Oculus Integration 23.1The application builds and works on the Quest, but whether I build via Unity, export to Android Studio and build there or even export and force Android Studio to sign the application using Generate Signed Bundle/APK, I get the same error.I have tried a new Keystore, checked gradle files and a variety of other items.The build settings are pretty much the same as in 2020 to 2019, so I am at a loss. Any ideas?
We have an existing enterprise app that we are porting to Quest. The app is built using Unity and an OAuth service (Azure B2C) is used for authentication. Currently, we support multiple authentication flows, including using browser based authentication and reading QR codes using the built in camera on devices where typing is inconvenient, such as Microsoft HoloLens.I'm trying to find the recommended path for secure authentication for Oculus Quest.Thing's I've tried:browser authentication does not work since the Oculus browser does not appear to allow intent-filters to open applications as per Android default behaviour, see https://forums.oculusvr.com/developer/discussion/89646/feature-request-allow-appps-to-be-launched-via-intent-filters-from-oculus-browser#latest QR authentication does not work, since no QR reading framework is available on the device like it is on other platforms (HoloLens 2 and even Windows Mixed Reality headsets), and since the cameras are not directly ac
We have the oculus Quest 2 and the left controller character drifts. I have researched for a fixed in which it says to recalibrate the controller. I open the app and go to the controller tab and when I tap on the left controller it does NOT have the dots or a tab for recalibrating. I have looked everywhere. Is there something missing? The only excuse I can think of is that it is an android phone and not an I-phone . If this is the case there needs to be a fix. I have also unpaired, removed the batteries to which it is still drift bad. Any help out there?
Every time I click the option to "Log In/Sign Up" in order to create an Oculus Developer account it simply refreshes the page saying "Check Out The New Developer Home Page". When I try to log in using my Facebook account it once again refreshes the page.I'm stuck in limbo here. I need to create a developer account in order to start an organization and install sidequest.
While using the Oculus Go on a build of the "Locomotion" scene from the Oculus Integration package, I notice that the "teleport" function will occasionally cause a glitch where I "skip" between teleport portal nodes and end up flown into a different location.When I tried importing the Locomotion package into another scene file with a completely different environment (and with additional teleport nodes and locations duplicated around my environment) I notice that this glitch will occasionally appear again (often times it happens at least 2 out of 6 teleports) and will cause my player character to be "stuck" in its location. I recreated the NavMesh as well and it still happens.Has anyone noticed this glitch? Is this more or less normal for the Oculus Go? Tagged:
Hello,I am trying to run the OVR Scene Quick Preview on the Quest 2 for my Unity game. While it works perfectly on Quest 1, on Quest 2 this is what happens:1) Build and Deploy App works fine, it runs the OVR Transition Scene on Quest 2 (Black screen with floating white windows saying "Failed to Get Scene Info Data"2) When I try to do Build And Deploy Scenes, I get this error:LogBuilding and deploying transition APK . . . Success!Building scene bundles . . . Deploying scene bundles to device . . . Failed!adb: error: failed to stat remote object '/sdcard/Android/data/com.my.vrgame/cache/scenes/OVRMasterBundle': No such file or directoryand it doesn't run. I have allowed for the data permission on Quest 2. Suggestions?
I have created an app and I want it to realize that given a signal and I can draw lines through handtracking. But it seems that quest controllers and handtracking cannot work at the same time, so I turned to tcp, but it works bad finally. How to solve this problem? Giving a gesture to start is too redundant.
I see this in many games: achievements that are still locked and are count based often display a completion rate, like you have to kill/collect 50 of something, and your count is 20, it displays 40%. When I configure achievements for my App Lab game, I don't see completion rates for my count based achievements. I can't find anything in the documentation either. How can I have this information displayed?
Hi, just bought Oculus Quest 2 and started creating my first VR app with Unity. I'm using OVR Local Avatar to see controllers and hands, but having a problem with my first build. It's using the Rift's controller model in it instead of my Quest 2's. Is there any possibility to change the controllers model in OVR Local Avatar?
For an experienced VR app developer with a high level of expertise in both Unreal and Unity, which platform is the better one for making an Oculus Quest 2 app? I am part of a team at the very beginning stages of developing a series of apps for the Oculus Quest 2. Our team is currently split between using Unity and C# vs Unreal and C++. What do you think?
I am working with a medical group at my university and they want a manipulated videostream (it will be tilted a few degrees) with the quest. I tried to work out a way with the "webcam"-class in unity (like this), but it does not work on the quest. Can anybody help me? I also heard on reddit, that it could be that the drivers were removed a few update ago (see here). I also found the post from a few months back with no answer (here). Is there a way to do this, like loading the driver with the unity app or something else?Thank you very much!
Hi,I have my app which is deployed in Quest from Unity 3D, when i opened the app in the quest near the guardian app is assume the center point will be where i am standing and its open the app according to that.But what i really want is, instead of detecting the center point from my position, it suppose to check the guardian place what i drew on my device (room scale guardian) from that its suppose to take the center and open the application. Is that possible from quest or any plugin using Unity3D? Regards,Sivamurugan
Hello! We've been testing performance of our build and uploaded it on the site as a 32bits build for quite a while.Uploading the 32 build would trigger a warning encouraging us to update to 64 bitsAs we are scheduled soon for QA, we've been checking our VRCs and realize that it is actually a requirement.We've packaged a 64bit build, but while testing, it seems some core functionality is missing: for example, players cannot interact with "clickable" objects, etc.We've researched similar issues and found this post, a couple months old > https://answers.unity.com/questions/1789631/how-to-keep-oculus-iap-working-in-build-when-expor.htmlThe OP mentions that on top of activating IL2CPP and Arm64 in the build settings, we also need to enable ARM64 support in Oculus/Platform/Edit Settings.However, for us, that final checkbox isn't present (see screenshot)What are we doing wrong?
I have been creating basic Oculus/Unity/C# apps for a few years now (personal hobby, not professional), using both the Oculus Plugin and the new XR Plugin system in Unity. I have recently gotten into MSFS2020/VR, but am having trouble with Vatsim/Kneeboard integration while wearing the headset. I would love to explore making my own "overlay" (interactive) that would appear in the sim in VR (or even other apps that arent mine). I have a good start understanding the MSFS SDK and API, but dont know where to start on injecting an overlay in VR. What API's could I look into that would let me do that? I'm guessing I would have to look into the OpenXR api? If Unity wont do OpenXR, I can do C++/Dlls as well. Any help pointing me in the right direction would be appreciated.
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Hi All, We are developing Oculus Quest application in Unity with Oculus VR Keyboard Overlay. I need some details about VR Keyboard overlay events for mentioned buttons in image. What is the different between them and How can we use those events in Unity?Please guide us to know the feasibility/details.. Thanks..Unity Version : 2019.3.3f1Oculus Version : 1.52.0
Hello, I've been trying since several days to launch an apk natively into my QUEST 2, no matter what I try to solve this issue I always get the same error which is the title of the thread. anyone had this issue and succeed to resolve this ? thanks for your helpJ
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