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OK, it'll take entirely too long to create an entire game from scratch, augmented reality, meant to be played indoors.. The examples I give here are NOT the "game", just possible examples.. You begin in your home, and the 'clock' runs backwards, a time machine falls right into your room. so your modern house may become a cabin, then a tent, then a cave, etc. Some changes must remain throughout this experience, but you may end up occasionally homeless, in a forest or field. Because the earth spins, your house, or at least where it used to be, is caught in the dilation field. The time dilation device is temper mental, so depending on what you do, you may end up going back 20, 50, 100, 10K, even a million+ years back.. So, developing a "level" going back a mere 20 years, trees, rocks, streams, etc would remain almost constant, but character interactions would change.. If the field sends you to a log cabin 300 years ago, many things would change.. So, if I were to start an app, how exactly
Hello. After a very nasty hard drive failure I've had to reinstall Unity, but as a result no longer able to build previous Oculus Go projects, which were architectural demos. I've spent the last two weeks trying to fix the projects, create new ones and even tried my hand at making a Go app with Godot, which ended in a black screen and having to repeatedly press the home button to exit out of the app. I understand the Oculus Go has been retired by Oculus/Facebook in favour of the Quest, but is it even possible to make apps for the Go anymore with any engine? Cheers.
Does anybody know if the GPU Lightmass also works for VR production? Just curious. Because the GPU Lightmass requires Ray Tracing, but no way to use Ray Tracing for VR. And so far all my tests, baking with GPU Lightmass and deploying to the Quest2 failed.Thanks for all your thoughts,cheers
I'm pretty sure i'm doing this wrong, but in order to be able to attach a vs debugger to my quest2 i've had to go into OVRBundleManager.cs and update the buildPlayerOptions to include AllowDebugging. Should it not be picking this up from the fact that I checked the dev build/script debugging/wait for debugger boxes on build settings? am i missing another checkbox somewhere? I would have expected something on the ctrl+l screen.
Can we control oculus quest's application from desktop keyboard by any means ?
*UPDATE* I've isolated the issue to "Vertex Fogging For Opaque" (Forward Renderer), when this is enabled I get the issue, when it's disabled everything works great. Still not sure why... When using Oculus Link, when I unselect Instanced Stereo and just have Mobile Multi-View selected and Play in VR (to my Quest2) the right eye seems to be rendering the scene twice, split in the middle, right half black with objects, left half normal-ish with some objects removed. Images attached as links.When I Launch/build to my headset the images render fine to both eyes. And when I turn Instanced Stereo back on it also renders normally. https://ibb.co/GQyVLH3https://ibb.co/1nkJRMdUE 4.26.latest + UE Oculus GitHubBuild.release show same issue
Hey, I have a project that has been linking with the OVR libs that I'd like to switch to using OVR_CAPIShim and OVR_CAPI_Prototypes, but I can't find more than a sentence or two of documentation on using this. Does anybody have experience with this they can share?I tried just naively including OVR_CAPIShim.c into the project, but it produces a handful of errors in SoftPub.h, which seems to be a Win10 SDK header. softpub.h(146): error C2065: 'IN': undeclared identifier softpub.h(146): error C2146: syntax error: missing ')' before identifier 'PCRYPT_PROVIDER_DATA' softpub.h(176): error C3646: 'pfnPolicyCallback': unknown override specifiersoftpub.h(176): error C4430: missing type specifier - int assumed. Note: C++ does not support default-int Any help appreciatedEDIT: solved, something in precompiled headers was messing it up
We're developing a game in Unity for the Quest. We're trying to use the OVROverlay sample as a basis for loading screens and the like and we're having a problem with visual placement. We can send things to the overlay, but in when in the headset, the overlay always appears in the upper right quadrant of the screen. Attempts and moving the overlay around has only resulted in the image in the upper right corner moving around within the upper right quadrant. Sooo.....1) Anyone have this problem before?2) I _thought_ our positioning code is correct, but maybe we are misunderstanding something. What is the correct way to set the position?
*UPDATE* I've isolated the issue to "Vertex Fogging For Opaque" (Forward Renderer), when this is enabled I get the issue, when it's disabled everything works great. Still not sure why... When using Oculus Link, when I unselect Instanced Stereo and just have Mobile Multi-View selected and Play in VR (to my Quest2) the right eye seems to be rendering the scene twice, split in the middle, right half black with objects, left half normal-ish with some objects removed. Images attached as links.When I Launch/build to my headset the images render fine to both eyes. And when I turn Instanced Stereo back on it also renders normally. https://ibb.co/GQyVLH3https://ibb.co/1nkJRMdUE 4.26.latest + UE Oculus GitHubBuild.release show same issuse
Hello, UE 4.26 was released 3 Dec 2020 (month ago), but Oculus-VR repository (Oculus-VR/UnrealEngine) still use 4.25 as main branch. 4.26 has a lot of features for gaming development. Official UE4.26 has old Oculus plugin 1.51.0. Does anyone know the release time?
As stated on the title. Android Studio does not allow you to examine further the crash, since it will only stay active for a few seconds before closing the debug session forcefully. This started to happen ever since the headset (Quest 1) was updated to v.25 - also, old versions of the app (more than 3 months ago) show the behavior, so compilation issues can be safely discarded. Screenshot displaying the crash just a few seconds before Android Studio closes it:Any insights will be greatly appreciated.
i've been building a multi scene demo app in unity for the quest 2 and it was working fine before christmas but now its picked up a really odd bug that i cannot figure out. i have an intro scene with a video, then it loads the game scene which is a room with some ambient background sounds (a crowd of people talking). these are 2 unity audio source objects playing mp3s . if i have earphones plugged in, when the app starts everythings ok, the sound from the video is played through the earphones. but when the next scene loads, the sounds from the unity audio source objects are played through the quest 2 speakers, not through the earphones. i've tried a different set of earphones, same result and all other sounds on the quest 2 come through them when plugged in. the app is installed and running directly on the headset im not using the usb dev connection or link. i've tried adding the audio source with mp3 to the first scene and it comes through the earphones
Hi there everyone,Hopefully this hasn't been asked before - I tried looking and couldn't find any results matching up with this. Anybody get this error when trying to publish their app with the CLI tool? It used to work previously but sometime recently it stopped. Here is the command I run for the Quest app we're building and here is the error:Logs are written to: C:\Users\there\AppData\Local\Temp\oc_cli_3946139722077253_2021-02-07T21-19-23-281Z.logERROR: Unable to fetch inital upload config.I don't understand why it won't upload. If I try to upload via Unities Oculus Platform Tool with the same information plugged in it will upload successfully. Web works just as fine too. However, I've got a batch script that sends out multiple versions (Quest/Rift/etc.) so I'd rather be using that vs manually going through Unities defined way. Here is the command I use to upload:ovr-platform-util.exe upload-quest-build --app-id (ourid) --token (ourtoken) --apk (ourAPK) --channel alpha --notes "Stuff
I've tried to sign my apps the same way I did for Google Play Store, but App Lab won't accept them. There must be some new way to sign apps I'm not aware of. Can anyone who's successfully submitted to App Lab tell me how they signed their apps in the Unreal Engine?
In the next month, the Oculus Developer Forums will be migrating to a new provider: Khoros! We are moving to Khoros to provide a more stable, connected, and streamlined experience. You can read more about this change here: https://forums.oculusvr.com/community/discussion/96183/oculus-forums-announcement-upcoming-platform-change#latestAlongside the new forums is our team's renewed focus on forum support! Our team will be increasing our presence on the new forums, and I will be introducing new members once we migrate fully over.
Hi everyone,I'm trying to follow the mobile SDK guide but I'm having trouble building the samples. I'm not super familiar with Gradle and other Android shenanigans so I'm completely lost. I'm basically trying to follow the "Android Studio Basics" part but I'm never asked if I want to use the Gradle wrapper. ( Step 3 ). I tried to keep going but I'm almost immediately hit with a "Task 'wrapper' not found in project", which isn't surprising.I've tried to Google this and figure out what's going on but no luck so far. What am I missing?Thanks in advance for your help!EDIT: Using build.bat from VrCubeWorld_Framework\Projects\Android it works. My Android Studio / Gradle integration is still messed up though.EDIT 2: You probably shouldn't do that because it doesn't make much sense, but I copied and pasted the "gradle" folder from the root of the VR Samples folder inside VrCubeWorld_Framework\Projects\Android and now it works. ¯\_(ツ)_/¯
Hi, I began using the Avatar SDK and I'm sending OvrAvatarPackets accross the network.I noticed that this packet size is sometime reaching 340+ bytes... With the recommended 1200bytes per-packet limit how can, let's say a 4 players game, with others entities, fit into that limit (4*340=1300+)?What are the compression methods used (smallest three, etc...)?With a custom system, I managed to reduce a unique player packet size to 48bytes, should i use the built in avatar packet system or not?
I am entering the first stages of becoming a VR developer, and I am currently stuck on a very important aspect of the development process.I followed this tutorial (google this: Developing for VR with Quest 2 & Unity for the First Time) on Unity version: 2020.2.3f1, using a new Quest 2.I reached the end successfully and I was able to see my Scene and red laser hands in my headset! Very exciting for me. However, this only works when I "Build and run", which is a very tedious development strategy when working on a project and ensuring it works every step of the way. So I would like to be able to click the play button in the editor and have my scene "play" on my headset, however it doesn't appear to be so simple. Basically I have no idea how to implement this important aspect of development. I have the oculus app on my phone, Oculus desktop on my computer, but I can't find any clear instructions on how to click play in the unity editor and have it magically appear in my headset (l
Hi guys,Like the title mention, I can't find no way to make OVROverlay to work in any scene on the quest. Everything is working perfectly in editor through link.I'm using Unity v2019.3.9f1, Oculus Utilities v1.52.0, OVRPlugin v1.52.0, SDK v1.52.0, Oculus XR Plugin 1.4.3 and Unity Integration 20.0.At first I tried building OVROverlay sample scene (with and without "Protected Context" from XR settings) without success. While this is working in editor and don't show any error in build, I'm currently out of solutions. Can you think of anything else ?**documentation/unity/unity-ovroverlay/**This could come from this option that is no longer available : "For Oculus Quest: To enable support on Oculus Quest you must also render the OVROverlay layer as an External Surface and select Protected Content in Player Settings > Virtual Reality > Oculus."OVROverlay layer as an External Surface ? What is this ?
Hi All,I have an app in Chrome (not my app) with which I can use the immersive mode - works fine with the Rift and Rift S. When I am using a Quest 2 with Link cable, I get the the error "Error initialising device config... WebXR session mode unsupported"I thought the Quest 2 would be seen by Chrome as a Rift / Rift S? Am I wrong?Many thanks.
Hello,is it possible to create an Augmented reality application with Oculus Quest 2 ?I have read several articles that say that is no possible. So I just want confirmation, that is not possible in 2021.Thank youBest Regards
got vega graphic 7th gen built in to asus a320 mother board and it dont seem to work . did a self check and everything ok ,but the graphics thats need to be 3gb not the 2gb thats built in . there was no mention of this on your site or i would of got a board without graphics and a graphics card . please explain
Hi everyone.I got a weird problem, I created a simple Canvas with buttons and I wanted to interact with them by using the Laser Beam with the right-hand controller. So I added The "OVR Physics Raycaster Script" to the OVRCameraRig and added the "UIHelpers". In the EventSystem I added the "RighthandAnchor" as Ray Transform and enabled the "Line Renderer" for the LaserPointer (UIHelpers). Although it is working to select the Buttons with the Laser, somehow it shows two Lasers. As I tried to make a screenshot I noticed, that it's actually only one Laser but it switches position so fast that it looks like they're both active at the same time. I added the pictures, while you are in VR you see both Lasers at the same time. Does someone know how to fix this?
Using Oculus UE4 version 4.25.4.If I add a sub-level set to initially loaded and initially visible I get a crash in:01-05 10:14:07.858: D/UE4(4086): Ensure condition failed: Scene->GetShadingPath() != EShadingPath::Mobile [File:I:/GitHub/OculusUnrealEngine/Engine/Source/Runtime/Renderer/Private/SceneVisibility.cpp] [Line: 2098] 01-05 10:14:08.502: A/DEBUG(4414): *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***01-05 10:14:08.502: A/DEBUG(4414): Build fingerprint: 'oculus/hollywood/hollywood:10/QP1A.190711.020/12018400103000000:user/release-keys'01-05 10:14:08.502: A/DEBUG(4414): Revision: '0'01-05 10:14:08.502: A/DEBUG(4414): ABI: 'arm64'01-05 10:14:08.502: A/DEBUG(4414): Timestamp: 2021-01-05 10:14:08-070001-05 10:14:08.502: A/DEBUG(4414): pid: 4086, tid: 4403, name: RenderThread 4 >>> com.YourCompany.BobsQuest4 <<<01-05 10:14:08.502: A/DEBUG(4414): uid: 1016601-05 10:14:08.502: A/DEBUG(4414): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fau
I have trouble accessing (writing to) the internal storage /sdcard/Pictures/This has never been an issue with Quest 1, but just emerged with Q2.After installing the APK and running it, Quest 2 asks me to allow permission to access storage, which I confirm.I'm in Unity (settings below), and the logcat error I'm getting is:ADB LogcatError Unity UnauthorizedAccessException: Access to the path "/mnt/sdcard/Pictures/xxx.JPG" is denied.Error Unity at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 Any idea what the cause and fix might be?thx, volker
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