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I am a Computer Science major in my 3rd year and I am working on an assignment for a Computer Architecture course. Put simply, I am meant to discuss how a state-of-the-art product works with the Quest 2 as my specific product. While I am aware that the hardware is not open source, I need to get my hands on some sort of schematic or even just an overview of how the device is put together. I've gone through what is publicly available and haven't met the requirements of the project so I'm asking here at the suggestion of the support contact I spoke to previously.
Normally Unity handles script edits on playing games fairly elegantly, but if I do so while pushing to the headset (quest link) it crashes Unity when returning from Visual Studio.Anyone else seeing this?Steps:Clean install, latest unity + latest oculus integration, create a scene, import all standard camera rigs, etc, play to the headset (quest link), open any script and make a change, save, return to Unity. Crash.Unity 2020.1.8f1 (also the last two releases before this)Oculus XR Plugin 1.4.3
Hello. Oculus Quest Bulid Testing.Unity Version 2019.3.9fLTSOculus SDK newest versionBulid il2cpp ..Build in the above environment, but this problem occurs in the Oculus Sample scene.What is the solution?02-02 15:00:23.591 11081 11095 I Unity : SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 3, Memory = 3805mb02-02 15:00:23.591 11081 11095 I Unity : SystemInfo ARM big.LITTLE configuration: 3 big (mask: 0xe0), 0 little (mask: 0x0)02-02 15:00:23.591 11081 11095 I Unity : XR UsableCoreMask: 0xe002-02 15:00:23.592 11081 11095 I Unity : ApplicationInfo com.DefaultCompany.Oculus_Haptics_Test version 0.1 build 13f3823a-2225-4b5f-9918-138ae83092ef02-02 15:00:23.592 11081 11095 I Unity : Built from '2019.4/staging' branch, Version '2019.4.9f1 (50fe8a171dd9)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a', Stripping 'Enabled'02-02 15:00:23.737 11081 11095 E Unity : Unable to find libAudioPluginOculusSpa
Apoligies if I'm asking in the wrong forum.My API receives a json file like the example below, containing x, y and z coordinates for head position and head rotation.I want to save this data to a table on a Microsoft SQL Server database. Is there any advice or good practice in terms of how this kind of data should be stored?Currently I plan to create a decimal column for each item. E.g I'll have hposition_x, hposition_y, hposition_z, hrotation_x, hrotation_y and hrotation_z. Is there a better way to do this?I was trying to find if there's anything similar to the POINT(geography Data Type).{ "time": [ 0.0, 0.01, 0.03 ], hPosition: [ { "x":0.43774986267089846, "y":1.596419334411621, "z":0.011406928300857544 }, { "x":0.43760088086128237, "y":1.5963757038116456, "z":0.011429280042648316 }, { "x":0.4374849796295166, "y":1.5963705778121949, "z":0.011427640914916993 } ], hRotation: [ { "x":357.2154541015625,
Hey there, are there some app or anyway I can open a Twinmotion Bimmotion file in Quest 2 stadnalone, I mean without cables or wireless... In order to visit a client and take only the glasses with me and show him the project? Tanks
I am experimenting with some Quest development, and having trouble getting the thumbstick input values to read. I am able to get buttons and 1 dimensional axes to read, but not 2d axes for whatever reason. Below is a test I did:These give the proper values: Debug.Log("PrimaryIndexTrigger " + OVRInput.Get(OVRInput.Axis1D.PrimaryIndexTrigger));Debug.Log("One " + OVRInput.Get(OVRInput.Button.One));These give all zero's or false, and never update in response to controller input: Debug.Log("Two " + OVRInput.Get(OVRInput.Button.Two)); Debug.Log("PrimaryThumbstickDown " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickDown)); Debug.Log("PrimaryThumbstickLeft " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickLeft)); Debug.Log("PrimaryThumbstickRight " + OVRInput.Get(OVRInput.Button.PrimaryThumbstickRight)); Debug.Log("PrimaryThumbstick " + OVRInput.Get(OVRInput.Tou
Hello, I am using Unreal Engine editor over Virtual Desktop, but whenever I use the 'Locomotion' UE4 Oculus example, instead of 'Y' or 'B' bringing up the locomotion type like normal over Quest Link, I have to press 'Y' AND 'B' TOGETHER for some reason to bring up the menu. I found this by accident and I know it is SPECIFICALLY a problem with using Virtual Desktop rather than Quest Link, as it works perfectly over Quest Link with no changes. I am hoping to resolve this having the USB cable plugged in while taking the headset on and off over and over for development is going to weaken the USB connector soon likely, plus VD is so much more convenient with no cable. Thanks Brett
Is there any way to connect the Quest to an Ad-Hoc network being broadcast by a Mac or PC?On my Mac, when I create an Ad-Hoc network by clicking "Create Network..." in the MacOS Wi-Fi menu, I am able to see this network on Quest 2, but for some reason I cannot join this network. On Quest 1, I am unable to see the Ad-Hoc network altogether.Has anyone had experience with this?
I'm using Oculus Integration v16 from the Unity Asset Store along with my Quest over Oculus Link and the Oculus Avatar LocalAvatar prefab always renders the controllers as the old style rift controllers and not the new style Rift S/Quest controllers.It does this whether the platform is set to windows and built or set to android and run in the Unity editor.Is this a bug or am I missing some configuration or something?
Our issue is two part. We were using Oculus Integration 1.39 for development. Avatars were working fine, but all of a sudden our Quest avatars stopped working. They appear to be only skin, as if the UV maps got messed up on the textures. To fix this issue, we upgraded to Oculus Integration 1.43 and subsequently version 12.0. On both of these versions our Avatars on Oculus Rift S display the original Oculus Rift controllers in each hand. On the other side of things, Quest avatars were fixed. Is there a way to force OVRAvatar to use the Rift S controllers on the Oculus Avatars? Any help would be greatly appreciated!
Hello everyone,I am using oculus rift s VR headset with microsoft flight simulator 2020.Problem: When I launch VR mode on msfs 2020, oculus desktop / store is displayed and prevents me from accessing my game.Is there a way to hide the oculus blind / desk while playing?Thank you for any response.Best regards.
I am currently trying to remove a member from our organization (they are currently set as an Admin). When trying to do so, I get the following error code: 1357006I can't seem to find any reference to this anywhere. I am new to this portal, so I am unsure if there is a better place to ask this question? But I need to know how to remove a user when this error comes up. Or, what might be causing this error? Is this a site issue or something I and doing wrong on my side?
Unity:2018.3.14f1SDK:1.37.0Thanks all!
I'm developing in Unity for Quest and I've come across something disappointing and confusing. All I want to do is make sure when I load up a new scene that the headset resets its position and orientation to the place I've specified (so, you know, it doesn't put me outside of a scene, etc.). When you use move around physically, your play space position does not move with your headset. So these are two separate positions and orientations.Normally, if I was to move away from the play space origin and teleported somewhere to a place that loads the next scene, the headset is placed the same distance from where I place the origin in the next screen, making me appear in unintended places.I have tried using the code for resetting the camera position,UnityEngine.XR.InputTracking.Recenter();at the beginning of the scene. This works as intended when previewing on Rift, but it does nothing on my Quest. I have tried absolutely everything to even manually change the headset's transform and return it
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 XR Toolkit, for that re
I'm looking to build an application that maps your environment automatically using an external OAK-D camera attached to the headset.Has anyone managed to integrate something similar?Any help with integrating OpenCV with the Quest would be a huge help.
I've researched this for hours and hours, but there is SO MUCH information. I'm just trying to answer a simple question. How can I have numerous lights (50 in the view frustum) on Quest 2 using Unity, but without abandoning the efficiency of tiled rendering on the Adreno 650 GPU? I am very reluctant to turn on deferred rendering, for reasons that I hope are obvious. Most of the lights are not very bright - that is, if I allow rendering 6 lights on a single triangle, then I can probably get away with using the closest 6 lights to a polygon and it will work well enough. I can't figure out whether I should be going to URP (formerly LWRP) or sticking with the built in. Do I have to write my own shader, simply to retain forward tiled rendering with many lights? I'm just a bit overwhelmed with how much detailed information is involved here...
On this page it says that the Oculus Platform SDK is on version 23.0.https://developer.oculus.com/downloads/package/oculus-platform-sdk/But on this page it says that Unreal 4.25 uses Oculus Platform SDK version 1.52.0https://developer.oculus.com/documentation/unreal/unreal-compatibility-matrix/How are those numbers related? Are the two "Oculus Platform SDK"'s different things with the exact same name? Does the second page refer to the plugin version?
I'm trying to upload a build but getting an error message, here it is below.Incorrect file format. Please select a file with one of the following types: application/zip, .zipThe thing is, the folder is a .zip folder, and I have always used the same method for uploading builds. Not sure whats going on, I tried asking on the discord but no reply for the moment. I have had to delay this update, which is a bit annoying since it is an extremely important update and fixes game breaking bugs. Anyone know whats going on? I tried clearing cookies and doing all sorts of stuff. Tried restarts and making the build again. I even tried uploading a previous build that had been uploaded before but get the exact same error. Any idea on whats going on?
Hi, It seems that AsyncGPUReadback is not working for the Oculus Quest 2. I have an application in which it works when I test on my pc, but nothing happens when on the Quest. Has anyone else encountered this problem or knows a workaround?
What are your best Antialiasing Project Settings for VR Quest2 MobileVR Quest for PC (Steam, etc.)Thank you,Bernhard
After a couple of times running the app in Oculus Link from the Editor 2020.2 I get this memory message:The system is running out of memory. Please close applications to free memory or free up space on the partition where the pagefile is located.Used memory (physical and paged): 94% (30828MB of 32724MB).Discarding profiler frames data.If I run the app without Oculus Link, I don't get this error.I had disabled the Virtual Memory from Windows.Any ideas why this happens?
So i create the organization and then i go back into the app and then i press the switch and then it says "create organization" againany fixes/suggestions?
Hi!I have a question.. Today I have a Oculus rift, (the first gen) and I'm thinking about buying a Quest 2 instead.I have moved and cant play VR in my "office" so I have to move my pc to the livingroom just to play. So I think a Quest will be much better fit.But the thing is that I have bought all VR games in Steamstore.. Am I going to be able to play them with a Quest or do I have to rebuy every game from Oculus store..? (I dont want to move my pc every time I want to play..)Thanks!
I want to log and accessraw sensor data of the VR heatset when a 3rd party application is running. I know that these raw sensor data can be accessed from a unity application,which I have done so. But I want to access them when a 3rd party application(where I dont have access to the source code). Is it possible to do it?
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