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When teleporting to a certain position instead of putting the player to the destination the center of the tracking space gets set to that position. Which when using a room scale tracking space makes teleporting incredibly inaccurate. My question is, how do I fix it so the player ends up at the right position? Or well, which settings are responsible in the locomotion system for what should be teleported?
Is the mobile SDK 1.37.0 compatible with Android Studio 4.1?If I try to open any of the samples in VrSamples with this version, I get Graddle sync failes: Task 'wrapper' not found in project x.Downgrading to Andrid Studio 3.6 everything works fine.
I can't choose the Oculus Quest 2 option, it doesn't appear, I can only select Oculus Quest and Oculus Go / Gear VR. That could be happening? Any idea how to fix it?Unreal Engine 4.25.4
Hello everyone!I am developing an application in which I need to implement control using a gaze using a gaze cursor. I tried two implementations:1) A cursor that slides over surfaces similar to the example from the ouclus integration package. I faced the problem that when using IPD tracking and cameras for each eye, it is noticeable how the cursor jumps from distant surfaces to near ones. This is due to the distance between the eyes, the change in the size of the cursor when switching between the near far surfaces is not noticeable only if you render one image per left and right eye. I need to preserve IPD tracking to create a VR effect, so this implementation is not suitable2) I tried the implementation through a culling mask, when we create a separate camera that draws the cursor in the center of the screen and superimposes it on the image of other cameras. Here there was a problem of double cursor because when drawing the cursor relative to the central camera, this very center for t
I started a new project for the oculus go with the new DOTS, to my surprise, the app crashed when launched to the point I had to turn off and on the device every time. First I thought it was something with the optimization configuration, but after several testing, if I removed everything that had to do with the ECS the app worked perfectly. If someone has tried and succeed using DOTS and oculus prefabs please be kind enough to share how did you do it. The unity version that I'm using is 2019.2.0.f1, the Oculus SDK version is 1.39
For Oculus Quest 2, I want to save game data, such as how far you have got on a level, high scores etc.Do you save these as a local file or using PlayerPrefs in Unity?What is the standard way to do this for Oculus Quest 2?
How do you stop the hmd from going through a wall even when the player continues to walk/lean forward?
Using the example player controller that is given in the oculus integration package, the OVRCameraRig will not update the position of the OVRPlayerController when the user physically moves around. I have tried standard ways of doing this such as updating position and translating, but nothing has worked. Does anyone know a good way to do this?
hi y'alljust got my ver 25 update'quick question where do i dowload app lab from?
Hello, I have a question about installing add-on. I wonder if it is possible to install an add-on (patch) to the game downloaded from the Oculus store. Add-on would be downloaded from our site directly, not from oculus store. Is this possible or does the add-on have to be installed via the oculus store?
I'm trying to use Oculus Avatar SDK on the Oculus Quest 2 with Unity. When I try to get the Platform User ID, I get the following error:"Must call get_signature first"I cannot find in the documentation what is the proper way to configure it in order to be able to make use of this ID.Also manually change the Avatar ID to the ones provided for testing doesn't seem to have any effect on the avatar.
Hi,Looking for some help here. I use quest 2 w/ link on flight sims and the performance just isn't quite there yet. Even with a powerful machine. I am wondering if there is a way to stop rendering on the eye I am blind in (left eye) to boost fps?
Hi, I started integrating PSO cache into my oculus quest build. I followed this instructions docs.unrealengine.com/en-US/SharingAndReleasing/PSOCaching/index.html to gather the pso data and build the .stablepc.scv file that I put inside /Build/Android/PipelineCaches. When building the project PSO Cache wouldn't start compiling shaders until the changes from this thread forums.unrealengine .com/development-discussion/android-development/1707967-after-migration-ue4-22-4-24-pso-cache-loading-running-is-not-working. Right now it compiles the shaders when starting the game and the hitches are gone but some materials aren't shown at all and some are only shown after some time(This happens only to observed and cached materials). I'm working on a oculust quest 4.25 engine. I tried the changes from this thread( developer.oculus .com/first-access/forum/santa-cruz/post/3672220449455893/) but with no luck. Here are the PSO logs from the compilation codeshare .io/G6Pd0g Sorry for the shitty li
Hi, I published an app in the alpha channel and invited a test client. The test client got the invite mail and sees the app in her oculus account, but not on her Quest 1. There is no app in the section "Not installed". On my Quest 2 everything is working as expected.Is this a problem because my test client uses a Quest 1? Do I have to change something in the application?
Hey Devs, I had built a small app for Rift and now trying to port it to Quest. When I switched platform to Android in the Editor, the library is rebuilding as there is a change in platform. The import time for skyboxes is taking hours and sometimes the editor is getting hanged.Can anyone shed some light here on importing skyboxes in Android platform?Btw I have been using Unity 2019.3.0f6
I get this message everytime i try to upload my binary. I have install location and main activity, how do i fix?
According to the v23 release notes, the current integration is 1.55.1.My UE4 won't (can't?) update the plugin from 1.44. Can't see where to upgrade it in the plugins list. See pic below.My engine is 4.25.4.
I'm developing a scene for the Quest using Unity 2019.1.5f1. I configured Unity for Oculus development using a tutorial by Valem:"How to make an OCULUS QUEST game" (I can't post links yet) When I push my build to the Quest, the process through okay with no errors. However, once the build actually pushes to the Quest, the game itself does not actually load. It gets caught in an endless loading loop, until it eventually crashes and prompts me to close the app or try to start it again. I've looked up solutions to this but have yet to find a true consensus. Does anyone have any ideas? Thanks.
Does Oculus have a clipboard of any kind? I know it's built on android so is it possible to access the android clipboard?
Hi, I have a test scene with an OVRPlayerController where I can rotate with the stick on the right controller and walk forwards and backwards with the stick on the left controller which works perfectly. Then I created an OVRPlayerController in a scene that I have copied from another project. The player seems to work fine, I can look around with the headset and rotate with the stick on the right controller. But the left stick doesn't move the player around. What is the best way to debug this?
1. Open the VR video in your media file or play it online in your browser2. Select 360 ° or 180°(3D) mode3. Then there are repeated images.4. Pull the trigger and open the video control bar.The viewing experience is normal.5. Wait 5 seconds.After the video control bar hides automatically, the duplicate image occurs again.Simply put, when you have a video control bar, all the viewing experience is great except that the video control bar itself affects viewing.6. It will appear in the following applications and websitesWhen viewed directly, there is no video control bar and the image is repeated again.This can also happen when a video is played online in a browser.I suspect the image is too close to me, so we should come up with a plan to adjust the distance between the image and the eyes.Please pay attention to this problem, I am not the only one who has this problem!! (And copy-and-paste capabilities)
Hello,Just a basic question regarding developing for Quest 2 and/or Rift S / CV1. Is the API fairly the same for all devices? I have the S and CV1 and was on the fence on buying the Quest 2. Are there specific mobile function calls used for the Quest series that are not available for the PC only devices? I would imagine there would be Quest only function calls and also functions that would not port over to the Quest from Rift Based applications that would need to be converted over to work. I am just trying to get a basic feel if maybe I should learn to program first with what devices I own before purchasing a Quest.Thanks in advance,Stefan
Mac Pro initial 2011, 4GB ram, you think work with UR4engine ? or better some Windows desktop ?
I'm new to VR development and I have no idea how to setup up the oculus quest 2. I was following a tutorial and I got stuck with these errors. any advice on how to set up unity would be great thanksERROR Unable to list connected devices. ADB server version (41) doesn't match this client (40); killing...ADB server didn't ACKFull server startup log: /var/folders/6v/96mw9lwd17n1zgr7lmfrs_wh0000gn/T//adb.501.log server had PID: 81364
In Unity using the Oculus Integration 23.0 - it is suggested in the docs that you should be able to grab and move the system keyboard that pops up. there doesn't seem to be anyway to do this - and it sits directly in front of your face meaning that any UI etc that you're filling in are obscured. Anybody know any way around this?
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