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So I have a Asus Rog Strix 2060 OC, 32gbs of ram, Intel I7 9700k and can not for the life of me get steam vr to not drop frames like crazy. I am using a link cable and transferring 2.6gbs per second out of a USB 3.0 Gen 2. I don't know what I am doing wrong or what is going on. Every Game I play just drops frames is super laggy, Gives me tons of motion sickness. Why am I having these problems? I have went through and turned Super Sampling off, I also turned all of the Steam VR stuff to high priority and Oculus stuff as well. I have been at this for 4 days now watching every video and reading every forum and still cant find an answer to why it is doing it.I am using a Quest 2
I have a game at the moment that has no VR code in it, however adding VR functionality would be fairly easy to do. I’d like to explore using webVR since that would allow people to play it on both desktop and mobile headsets through a browser.Could someone do me a favor? Find an example of a VR app made with Unity that runs in a web browser and supports both Oculus Rift and Oculus Quest. If that is possible, I’d be happy to contribute to a port for the game to work like that.Thanks!
Hi. I am trying to get haptics working on my Oculus Quest and my unity app (unity 2018.3.6f, Oculus integration1.37). When I test it in editor in the rift S, it works great but when I run it on the quest it doesnt work. I get no errors and no haptic vibration.The line I am using isOVRInput.SetControllerVibration(160, 0.5f, OVRInput.Controller.RTouch);Has anyone got haptics working on quest for their apps?ThanksTim
Hello, I am currently developing a Unity Game for Oculus Quest. Game has been in development for about a year now but I am experiencing a new issue. In the left eye, its seems like some materials just get shifted and skewed suddenly, flashing in and out of place. Everything renders fine in my right eye. This only exists in one scene, everywhere else the game runs fine. When I first observed this issue, I was also experiencing poor framerate, so I figured they were related. I have now optimized the scene to have decent framerate (still more work to be done) but I am still experiencing this same glitching problem. Here is a video of the issue (sorry for the poor quality): https:// youtu. be/ 8VEjHfAopSs (Won't let me post links so just remove the spaces)Has anyone experienced this before? I'm hoping to find an answer towards what is happening and how to prevent it. I was expecting it to be tied to the framerate, but this issue seems to persist even as the framerate gets better.
Running into these errors after App submission to Oculus for Oculus Rift. Has anyone encountered these issues? Does anyone know a solution to them?Our project was failing VRC.PC.Audio.1 in the Oculus Github branch of Unreal Engine (4.25.3). Downloaded the most current version of the Unreal Engine from Oculus’ GitHub branch (4.25.4), which fixed the Audio.1 error due to the new Audio SDK (1.52.0) but gave us these new failures.Passed all tests manually and with the OculusVRCValidator.Working examples for each VRC.PC:Functional.3Timer stopped running when HMD was removed and started again when the headset was placed back on.Timer also stops when the player opens the Dash and resumes when returning to the game.Input.2Other than the timer pausing, a rolling ball would stop rolling and resume rolling when the player closes the dash menu.Security.1Calling the “Verify Entitlement” node within the first few seconds of starting the game. We have another game that is in an old version of th
Is it possible, that Oculus can release two DEMO-Projects, that include the recommended Project Settings for launching a game on the Quest2 for Mobile and PC?That would be highly appreciated.Thank you very much!
Hi there,I have a client-server model setup where the Quest is a client, connected to an external dedicated server via an IP connection. I can force the Quest to handle a logout by interacting with a UI or pressing a button however I'm wondering if there's a way to automatically have the client disconnect from the server when the application is closed using the Quest's external quit menu? (Pressing the Oculus button and choosing 'Quit') The issue I'm experiencing is that the Quest is still connected to the server even after the application has closed. This results in:- The client's pawn still visible and inactive on the server- The client unable to rejoin the session as it's still technically connected.All help is welcome and appreciated.Thanks,Jackson.
In order to create a "Dev account" you have 2 ways to verify yourself. 1. Credit Card 2. Phone number.If you click on "Add" for phone number it takes you to your Facebook Account under Mobile Settings (In which I already have a phone number listed there). And at that point there is nothing to confirm or click on or do. So how do you verify with your phone number that's already listed there??
Hi everyone,my company is planning to implement Oculus VR devices in german schools. Unfortunately, those schools are not allowed to handle (or ask scholars to create) Facebook accounts which is why we're wondering if there's a certain solution for b2b customers / developers that enables us to have one central Facebook-acc that is to be logged in on 30+ devices at a time. Or does every single device need its own Facebook account, no matter what?Thanks a lot in advance!Best,Sebastian
So I was trying to implement a grabber with the Hand tracking but i didnt know why my hands were disappearing at some point in the development. Then I realized that when i added the OVRGrabber to the hands, those disappear from the scene, but they are still there cause I can touch the Guardian system with my hands. So when I delete the OVRGrabber the hands were still invisible. Im sure that the OVRGrabber is causing this, cause i were compiling step by step to catch where the hands were disappearing.Btw im using just the OVRCameraRig prefab, the HandsManager and the OVRHandPrefab.EDIT: So i figured out that you can solve this problem deleting the OVRHandPrefab and grabbing it under the controller anchor again and it will fix... but i dont know why you cant put the OVRGrabber to the OVRHandPrefab...
Creating anOculus Go app with Unity (Windows 10), I got Gradle build errors.Much ofthem related to the following error: "package com.google.android.exoplayer2 does not exist”.Re-installedlast version of Unity (2019.2.15f1) from scratch and nothing changed.Advice would be appreciated.ThanksMichel
So im using the OVRPlayerController and when i walk off an oject i almost instantly hit the ground, no build up of velocity, just straight up hit the ground.How can i go about fixing this please?
Hi there, I've imported Oculus Integration into my project because I want to test hand tracking, but after importing the asset I can't get it to work.The scene I'm trying to build is HandTest. My Unity Version is 2019.4.2-If I test it on my PC with Quest+Link cable it works. -On Quest, neither the hands nor the controllers are visible on the scene. - If I make a OVR Build APK and Run the app starts and the screen is completely Black.-Right now I'm using Oculus Integration v23, Oculus XR Plugin 1.7.0. I've tested also Oculus Integration V20 and XR plugin 1.4.0 and 1.5.3.-If I test HandTest_Custom scene, the hands model move to the controllers and hands position, however they are not animated, they don't track the fingers. In the editor it works without any issues.-On a fresh project (for testing with Microsoft MRTK) with Oculus Integration V20 and Oculus XR Plugin 1.7.0 it works flawlessly.Has anyone faced something similar?
Hi EveryoneSince that Oculus Quest has available the Voice Commands feature for players( like Experimental way), I would to ask if this Voice recognition feature is ready for Oculus Developers. Thanks for your timeBest RegardsAlejandro Castan
I'm setup with the Quest 2 in Unity 2019.4.18f1. I can assemble and scene, go to build settings, build and run and it will build to my oculus and I can play what I made.However this is slow, can't I used the normal Play button to do a preview instead. When I press it currently, I get a black screen in the Unity Game window and nothing happens on my Quest 2. Any advice welcome please.
Hello,I came recently to cybershoes integration with Quest. They use some device connected to headset.I am not able to find any info how to perform such an integration. I'd appreciate if someone can advise.Thanks
When I run the '.exe' file built in Unity, the screen that appears looks too close than inside HMD.I know that with Compositor Mirror tool for streamers, it can adjust the FOVBut, we think running a separate app is cumbersome.Is there any Unity options or a way to change the FOV on the computer screen?( I am not trying to adjust the FOV of a VR camera, but I am referring to the screen displayed on a computer. )Thanks!!!!!!!!!!!!!!
Hi guys - this used to work for me. Anyone know how to get your pc to recognize the usb so you can transfer files? I have ensured my drivers are updated already. Any tips would be greatly appreciate!Re: Quest 2
Hello,I'm building a Scene in Unity (2019.4), using Oculus Integration v23.1.0. I have a set of teleport destinations, and I'd like to customize the orientation of the user after teleporting to any of these points so they'll be facing a certain direction (relative to the destination) upon landing.I've tried using the various Teleport Orientation Handlers (360, Thumbstick Head Relative, Thumbstick Forward Facing, etc.) and have tried rotating the actual TeleportDestination objects (as well as the Orientation child objects under them), but still can't seem to ensure that the user faces where I want them to after teleporting.I'd appreciate any suggestions! I feel like this must be something simple that I'm missing. Thank you.
I think I have set this up wrong as my dashboard looks different to my sister's dashboard. On her headset she has a friend list on the right hand side and a few other options on the left side of the main window that I don't have. When I try to remove the admin fromnthe account I get a error message. I set up the organisation name PocoLoco244 then I add a 2nd user named PocoLoco24 and set this as a admin account. I was setting up the side quest app and think I went wrong somewhere along the line
So today is the first day in trying to port the Traffic Cop game onto the Quest 2. I have grabbed the oculus integration assets and changed around a few settings. In order to get a successful build, I need to fix these errors. The errors are detailed in the attached image.
I'm using Unreal 4.26 binary from the Launcher, and every time I try to build my app with OSS Oculus enabled I get the following error;To me it seems like it's always running the Windows version of the OSS and not the Android version, even tough I specify the build to be for Android_ASTC. This error does not stop the build process and a package is made, I can run it on my Quest, but it always crashes on start. If I remove the OSS it works perfectly. I'm working on a multiplayer project so the OSS (Online SubSystem) is needed.I tried changing the code and rebuilding the OSS Oculus removing all the "#if PLATFORM" to try and force it to always use Android but had no results. Any help guys?
We use Oculus Integration to source the user's ID, but we observe problematic responses for specific user account's responses from the Oculus SDK.The implementation itself is minimal to present the issue:Users.GetLoggedInUser().OnComplete(delegate (Message<User> message){ user = message.Data; });For multiple accounts we would test against internally, which previously worked, we now receive a user with ID = 0, both in Unity Editor and on new and previous builds of the project where they once worked correctly. These accounts on Oculus PC have matching Oculus Quest accounts which do continue to work as intended.Has this been observed by others? The problem appears to have arose in the last few months.
I want to open all files of my type (.xxx) with my application. It's a renamed zip file.For that I have tried a lot of thing in my AndroidManifest.xml file. For now, I have all these intent filters in the "com.unity3d.player.UnityPlayerActivity" activity : <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <category android:name="android.intent.category.DEFAULT" /> <data android:scheme="http" /> <data android:host="*" /> <data android:pathPattern=".*\\.xxx" /> </intent-filter> <intent-filter> <action android:name="android.intent.action.VIEW" /> <category android:name="android.intent.category.BROWSABLE" /> <category android:name="android.intent.category.DEFAULT" /> <data android:scheme="file" /> <data android:host="*" /> <dat
How can I connect the Oculus.VR assembly asset (from the Oculus Integration package) to my proyect so that when I'm working on VSCode the ide detects the references?
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