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I'm curious if anyone has managed to get OpenXR working with a Quest and Unreal Engine 4.26? The release notes for 4.26 includes "New: Added Oculus Quest platform support to OpenXR."I've posted this as an issue on the Oculus Github fork but I'm cross-posting it here as well to see if anyone has had better luck than me.I've built a small test project was built using the current 4.26 branch in the Oculus fork using a blank UE template project, as well as Epic's 4.26.1 engine from the launcher. The project was built using Android platform 29, NDK 21.3, Vulkan and armv8-a. Plugins used were the OpenXR, OpenXRHandtracking and OculusOpenXR plugins with the regular OculusVR plugin disabled. Project settings include enabling mobile multiview.The project runs and shows no particularly obvious errors, but just displays a black screen. The Oculus button when held down will show the recentering icon, but pressing the button will not return you to the dashboard unless the app is clos
Hi, does anybody have this working? How did you install?Thanks.
Hello! We have two projects and we want to make one that run other (not manually)So there is some API ? or how we can do it? thx :)
Hi,I have an oculus quest connected to a laptop using oculus link. Oculus home (and other native VR experiences) are working well. However, when I enter a simple WebXR demo (can't post links since I am a new user, will be happy to provide a simple demo once I am allowed to) the controllers are incorrectly detected as the oculus rift's controllers (the first version oculus touch) and not the quest's controllers. The target ray space is also incorrect (rotated 90 degrees on the Z axis, as it seems?), but I believe it is related to the same issue. The same behavior is reproducible with the oculus quest 2.For general information - i am using the latest public beta (25.0.0.57.658), using the OpenXR runtime on the latest stable chrome (88.0.4324.146). Entering and leaving WebXR works well and is not an issue. Rendering works well.Is anyone aware of this issue? can we expect it to be fixed in future releases?Thanks!
Hi, I'm using U4.24.3 on Win10 I'm trying to follow this the Unreal DASH Overlay Focus of the Oculus documentationBut i can't fllow this step:Enable overlays in the Unreal Engine Editor by navigating to Edit > Project Settings > Plugins > Oculus VR > Mobile, and check Focus Aware. 1/ I suppose my Oculus VR Plugin is greater than v13: it's the 1.41 that comes with Unreal 4.24.3...2/ All the link from the Version Compatibility Page link to a 444 Page not found. (Suppose i wan't to update to 1.52...)(developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/)3/ My OVR plugin is Enabled but it do not appear in the Project Settings > Plugins 4/ the only way i found to display the it in the Project settings is to Enabling "Oculus Avatars Plugin" display 5/ But the option "Focus Aware" do not appear in the Mobile section of OculusVRSo, something is definitely wrong here.Anybody to confirm this or with a proper solution?We need understandable
Hi,How can I prevent my game objects to pass each other in oculus development in unity?So it can feel like two separate game objects in the oculus environment. Thanks
Hey Guys, I was trying to build a small VR app for Rift. I was trying to use the displayName returned by Platform.Users.GetLoggedInUser() in my game rather than taking player name as input again in my game.I was using Unity to build this. I was stuck up with 2 things here...I wanted to get the displayName as shown in the Oculus home screen but displayName field in Platform.Users.GetLoggedInUser() is returning username of the account.In Editor, for displayName at least I am getting a username. But when I had proceeded to keep windows build and upload it to a beta channel for testing. In the build, the displayName field in Platform.Users.GetLoggedInUser() is returning an empty string (I had added myself as a user to that release channel)Can you guys help me out?
Hello forum and Oculus staff.I opened a performance bug relating to Oculus' OpenXR runtime for Quest 2 on Nov 20th, which hasn't been fixed since Nov 20th and is threatening to stall the release of my game.Can you please escalate this? The stall has been independently reproduced as of today by another user, in the hello_xr sample app and in their own code as well. It prevents 90 Hz operation via Link on PC.Thank you for your time.
Hello everybodyRecently I've begun developing for OculusGo and I wonder if it is possible to install .exe on OculusGo? My knowledge so far is installing .apk using adb driverThank you
I am working on a training simulation app using my own out the window IG (image generator - the terrain and buildings) separate from the cockpit. Currently, I am using the windows desktop duplication API to grab the IG and bring it into unity. Varjo offers a way to do this natively with their APK. Does oculus offer this kind of solution? Thanks.
I started watching the unity tutorials and then decided to look into going native, and compared to the educational resources unity provides, oculus stuff feels very haphazard and not well maintained. Their setup guide is using android studio 2.x and 4.x is the latest version. and their sample app doesn't even work without doing some tweaks. It's apparently been broken for at least a few months and no one has bothered to fix the sample or mention the tweak. So I'm just wondering if there's a better place to go in terms of resources to help you get started developing any quest apps? I'm not entirely opposed to going with unity since then we'd have cross platform. But I'd like to at least give native development a try first. Also, are there better forums than these?Thanks
Hi there,When I set up an app on App Lab for Quest 2, I get the following error when initializing the Oculus Online Subsystem:LogOnline: OSS: Creating online subsystem instance for: OculusLogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithAndroidPlatform()LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus. Make sure Oculus is running and you are entitled to the app.I'm seeing this with every version of UE4 including the latest Oculus build from source. To reproduce, create the VR starter app from UE4, add an app to App Lab for Quest 2 in the Oculus Dashboard and add the following to DefaultEngine.ini, and build/launch to the Quest 2 device.[OnlineSubsystem]DefaultPlatformService=Oculus[OnlineSubsystemOculus]bEnabled=trueMobileAppId=[App ID from App Lab]Could someone from Oculus please verify that this is either a bug or if App Lab is going to have a limitation of not being able to access the Oculus Platform?
Hi all,I'm a newbie developer and currently work for a museum.I want to control a 360 degree video without using the controllers.I am using the "isuserpresent" function to play / pause / stop the video. Everything works fine in the runtime (oculus Link) but when I build it doesn't.Does anyone have any idea where the problem is ?I work with Unity 2019.4 + Bolt + Oculus integration 23.1
A weekend well spent, this article is a result of banging my head against Oculus's desolate documentation to get a working Oculus Quest build with Unity Engine.doesn't allow me to post links, replace (dot) with .louisgamedev.medium(dot)com/unity-engine-oculus-quest-common-problems-and-solutions-1cd0cf3fe1d0
I'm an old programmer with a new quest 2. Toto, I don't think we're in punch cards anymore. So I want to write a shell script or simple program for my quest 2. "Hello World" level. So where do I even begin?Goal: shell script on my headset to load some ADB commands. (And give Taylor Swift a call while making some tiramisu and caramel mocha latte while fixing climate change. Ok. Maybe not the last one so much.)Any guides/pointers/newbies here?Thanks!Oh! Hi Taylor ;-)
This page is what a typical documentation page looks like. Why are there no documentation or comments?developer.oculus(dot)com/reference/unity/v14/class_o_v_r_hand
Hi Everyone,Now, we are starting to make our VR Health prototype ( we have a lot of work but we are very excited to do it !!)Our VR Game will be for people with disabilities for health problems (for example Parkinson, Stroke, etc), for that reason, we need to build it according to this pattern:walkinvrdriver.com/move-rotate-virtual-reality-disabledAbout this topic, I found out that primarily need to control the camera offset based on movements from the controller.Our goal is to build the same pattern amplifying the movements (up/down/ left/right) or bringing the place where the patient has to move through the controllers due to their poor mobility (for example, if the patient moves the VR controller 1 cm, the will move 10 cm in the game or bring the world towards him) to amplify the movements or move the around the Game Scene with that VR controllers without the patients has to move out of place.We will do it for Oculus Quest, and we are thinking of making it by OVRCameraRig, for that
I would love to have fun creating poses for my favorite characters by manipulating the bones, in a nutshell I would like to do that with the oculus controller if I approach the arm and press a button, move it or rotate it, what can I do?
I've watched multiple tutorials on how to create a VR game and all of them have the character camera constraint controller on it with dynamic height toggle on. This dynamic height feature is really important to be able to duck under tables or crouch walk through a tunnel. I someone could help me that would be great!
Is there a definitive method for getting the height of the Oculus guardian floor in Unity world space?I'm in 2019.4, using the older XR system - not able to use the new XR subsystem for this project.I have the latest Oculus Integration package, so have access to OVRManager etc.Thanks!
Is this available for developers yet? None of our headsets are getting it and we need to test our game with it.
I have been searching everywhere for a 3D model (for solidworks) of the oculus quest, but i can only find unofficial 3d models on sketchfab and other sites. Anyone know if Oculus put out the 3D models of their devices anywhere? Thanks alot!
I like many people have recently gotten a Quest 2 as well as a Link cable, on its own the Quest has the ability to record, stream and cast its content wirelessly. However due to potential unreliability's with wireless streaming or casting I was wondering if there is a way to connect the quest via the link cable to a pc in order to use the pc to stream/ cast game content (use it as a video source for software such as stream labs OBS) but maintain the standalone quest dash and library instead of the quest switching to using the pc oculus app because of games that have been purchased on the quest and are not cross play compatible. If this is possible how would i achive this, If it is not possible who else would like to see this or sees the benefit of this feature.
Is there any way to push an apk to the Quest without having it connected tothe PC? In the docs on https://developer.oculus.com/documentation/quest/latest/concepts/mobile-device-setup-quest/ it says: "Note that developers should swap the provided USB cable with a USB3cable."I assume they are talking about a USB Type-C to USB-A cable? (whichunfortunately I don't have access to right now)
This has been verified with Oculus OpenXR runtime version 1.55.0 using the XR_KHR_D3D11_enable extension.According to the OpenXR spec, xrEnumerateSwapchainImages() has two modes of operation: a size query mode, where imageCapacityInput is 0 and only imageCountOutput is returned, and a texture retrieve mode, where the images array is filled up to imageCapacityInput capacity. Obviously, only the second call should AddRef() the swapchain textures (and only those that are actually passed back to the application), because the first call returns no pointers that the application can later Release().Instead, with the current runtime, xrEnumerateSwapchainImages() AddRef()'s all the swapchain textures even in the first mode of operation. With the typical two-call paradigm (query for size first, then retrieve the array), this leads to a hidden increment of the reference count for all swapchain textures, which later on shutdown prevents the textures (and thus the D3D11 device) from ever
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