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How do I set up my unity settings so I can test my games with the quest wirelessly in virtual desktop?Full title didn't fitI have been messing around with the learning tab in the unity hub and got to the virtual reality part, virtual escape room. I would like to be able to test the scenarios in VR wirelessly using virtual desktop but I can't seem to find how.Someone on the virtual reality discord told me to inject the unity.exe with virtual desktop but this still didn't allow me to get in to the scenario with my quest. My thoughts are that I need to set up some settings beforehand I don't know about before injecting it but your guess might be as good or better as mine at this point.If anyone has faced this issue before and knows how to fix this I would love to hear from you.Thanks in advance.
I download the drivers from the development site. I extract to my desktop. I right click on the .inf and click install. It says " The operation completed successfully." I restart my computer. I open up cmd and type in command "adb devices" it comes back as a unrecognizable command. So for some reason the .inf is not installing. Does anyone have any tip on this? What I am doing wrong? This has become extremely frustrating and its making me want to return my Quest 2.
I am looking to remotely control a users direction on an Oculus quest and go project.To do so the game currently starts by looking at one point for few seconds , is there any way to control it by adb keyevent while some devices like mice and touchscreen is not available for quest and go.
What is the character limit for players ids on Oculus returned by the sdk? I know for the username it is 20 characters.
Soo, I know you're able to use hand-tracking in the Unity editor via Oculus Link, but how come you're not able to use hand tracking with a build targetted for windows? It's clearly possible considering you can have hand tracking in the editor, surely this is not something Oculus would not want developers to be able to utilise?I'm currently working on a project where a user is on the PC, whilst another user is using the Oculus Quest 2 (to save networking) and they can interact with each other, but hand-tracking is also needed in this project and I'm not sure there's any way around it other than having to network a sideloaded application on the Quest 2...Any suggestions?
I was wondering if anyone has been successful in getting hand tracking to work with a unity build targetted for windows?Considering you can use hand tracking with the oculus link inside Unity editor, surely this can be done for a build too...?The application I'm creating needs to have 2 users:One sat at the PC, controlling vehicles.One using the headset guiding the vehicles.It's kind of important that hand tracking is on as it allows the use of all fingers and gestures (unlike controllers).I know I could network this and sideload onto the Quest 2 to get the PC and the headset to communicate over a server (multi-platform compatibility). However, this increases the scope of the project...Any suggestions?
Hi,I have checked Oculus is allowing to use their hand tracking system using Oculus Link only in Unity Editor, but I would like to ask if it is possible to use the hands tracking system on Windows Unity Build. Is it possible to this currently? Is it possible to do this in a previous version of Oculus Integration? There is any chance for me to use this hands tracking system on a Windows Unity Build?Thanks!Best regards.
I have been working on an Oculus GO app for some time, and the Oculus GO was a good platform for me, since my game ideas do not require very high end graphics or advanced controls. I was thus quite disappointed when I read that the Oculus Go was being dropped. I was then looking into buying a more modern VR headset, such as Oculus Quest, but what I read so far has made me quite skeptical, since the requirements for submitting an app seem quite strict (and development tools are not even available before being approved).I find this attitude a bit hostile to people like me who does game development as a hobby. I am not a professional. I don't plan to earn money on my app, I just want to share interesting VR ideas I have that I think people would enjoy, but it would quite likely be impossible for me to make an app of the same quality as a professional game development team. I am worried that I will spend a significant amount of time into developing an app, only to get rejected at
"oculus://" - working in browsers.Where find options for open specific page in oculus store in that application?
I want to add a support of the quest 2 controllers for my applications on PC.I try to connect it via bluetooth but it doesn't want to connect.
I am on macOS 10.13.16 using Unity 2019.1.8f1 and get an "Android device <device num> is not responding" error. See attached. Developer mode is enabled on the Quest. Any ideas how to fix? I've tried a new cable because it initially wasn't finding the device at all.
I've created a Unity app which runs fine on the Quest IF I'm using Oculus Link. But, when I build an apk and load it onto the Quest and run it, all I see is a 3 dot loading screen which I can't quit out of.I'm not sure what's causing this as I've been able to run apks on the Quest in the past.These are some of the steps I've used and tried so far:I've switched Build Platform to Android and selected my Oculus Quest as the Run Device. I've also enabled ASTC Texture Compression.In Player Setings I've disabled Auto Graphics API and the only Graphics API I have is OpenGLES3In Project Settings -> XR Plug-in Management I've set BOTH the Android and Desktop tabs to "Initialize XR on Startup" and the Oculus box is ticked.I'm using Unity version 2019.4.0f1, XR Plugin Management Version 3.2.16, Oculus XR Plugin 1.3.4.I've used adb to try and debug but it doesn't look like there's any useful error messages and everything seems normal.
I am trying to make a VR app in which i want the cut scene to load initially which sets the stage for the rest of the app, but haven't been able to figure this out in unity. I have made a timeline with panning of camera and i can see that working in the editor, but when i run the app in the oculus, i don't see that animation .
I've been using my old Rift1 and Quest1 to develop a game (targeting both Quest and Rift) in Unity for a few months.Just got a Quest2, and it refuses to accept that I've got Unknown Sources enabled in my Settings>General, so it won't allow SteamVR -- neither actual SteamVR games nor Unity's Play-mode. It just stays with the "This software hasn't been tested/verified... ...go to Settings>General in the Oculus Software" warning in the HMD even though I can see the HMD's position updating in Unity.I accidentally got it to work a couple of times by plugging my Quest1 in, toggling Unknown Sources off and back on a couple of times while running the level in Unity... and then plugging in the Quest2 ... but I'm like... this isn't right.Has anyone else experienced something similar? Any ideas as to what's going wrong and how to fix it?
Overall the Oculus integration (for Unity) is powerful and has a bunch of solid examples and so can be helpful and handy. The problem is the new xr integration setup in latest unity versions which is clunky, cumbersome and longwinded to use and partially incomplete and buggy.Due to that i (and many others) still use the old integration way with the builtin plugins and easily being able to toggle VR mode with a single toggle in player settings and it overall works much better with the old integration (camera setups and everything).Now the big issue: The latest addition in the Oculus Integration (in 23.1 i think), phase sync, can only be toggled on when one uses the new (still bad) xr plugin management setup as one can only toggle it in the UI for that. @Oculus: Please expose phase sync toggle in OVRManager inspector or add some other way to enable it in api call to OVRManager or similar and/or make it be toggled on by default. Thanks.
Curious if there is any voltage output available from the Quest 2.Also any tips on connecting to an accessory via usb to control - like arduino?TIA
Now they give us access to the camera. When will we have information about the possibility of accessing the camera / Passthrough?Anyone know the method with Unity / unreal or native sdk?
I'm no longer at the PC I use to develop, so I can't provide a picture of my problem. I'm using Unity 2017.4.0, or whatever the most current version is.So, I've had trouble getting items tracked by the touch controllers to display properly. Using the Unity Utilities 1.19, Oculus Platform SDK 1.19, and Avatar SDK 1.16, I am trying to display the avatar hands to in my scene. Everything works fine at first, but the avatar hands start to shake and become increasingly more shaky as the scene goes on; it almost looks like a mirage as it gets more distorted.It also does the same for child objects of the Left/RightHandAnchors of the OVRCameraRig prefab. For example, when attaching a cube to the RightHand, I'm able to move it around as normal using the controller. It looks like a normal cube at first, but then starts shaking and become more distorted and mirage-like. I have no idea what might cause this to happen, and I'm so close to having the TouchControllers set-up otherwise.
Hi everyone!It is days I'm looking for some documentation to replace the default oculus hand model with a custom rigged one.All I can get is just a weird solution: fingers bending in the wrong direction, wrong magnitude or even worse not bending at all.Is there someone who already managed this problem and has any tip to share? Thanks
Hi there, I am currently developing a hand tracking application using the Quest and the Oculus Branch of UE4 with some custom code. I recently acquired a Surface Book 3 to help and, although it says the 1660 Ti in my SB3 is compatible with the Link, I cannot get it to work and make a connection. Side Quest works however, but I would love to be able to debug hand tracking directly in Unreal. I've attempted to also for the OculusServer_X64 to be forced to run on the dGPU, but no such luck. Is there any such hope for support for this in the near future? IE having Link work properly on a Surface Book 3? That would be exceptionally helpful for my development.Thanks! Dylan H
We would like to automatically add users to a Business Channel after they submit their device manager id on our website.Currently the only way that we can find is to manually add users.
I'm trying to make a video material emit light into the room, according to the colors being shown in the video. I've tried using Video Player component and map the video output to the TV materials emission, and then updating realtime GI with the material. But even if the update is per-frame, there is a delay of 150-200ms before GI have taken the TV materials new emission video frame and used it to affect the environment.I also tried mapping video to a spotlight cookie, but it's limited to one color instead of using the videos colors.This is ultimately what I'd like to achieve (seen in the Netflix and Youtube apps from Oculus Store as well), where there's no delay between video frame and environment lighting: (can't post links apparently) youtube dot com/watch?v=-RTVIolyEo0I'm in Unity 2019.4 LTS.
Hi Everyone,We are building Rehab Treatments by VR Games and I would need to make some similar to this ( https://www.youtube.com/watch?v=OvjiJtnlAs8 ) to change the game intensity settings at runtime.In my case, I would need to do the same but that the therapist can change the intensity exercise to add more objects and fewer objects in the game according to the patient's needsFor that reason, Could anybody advise me on how to build it?Sorry for my little English and hopefully you can understand me.Thanks for your time and helpRegardsAlejandro
Hello!I've got some feedback requiring our game to perform at 90 fps on Rift and 80 fps on Rift S; Is it required to perform at this level for all quality settings?The graphics options in the game enable the player to choose between different graphical qualities (from low to ultra).So do we need to ensure that a solid 90/80fps framerate for both the lowest possible quality settings as well as for the highest possible quality settings?thank you in advanceFabio
Our software is a kind of training program it's requires a player and a guide.The problem is that Oculus rift S sometimes cannot find The boundary area.Player unfamiliar with VR devices get confused about this situation.At this point, the guide must know that the player is trapped in a black screen.I would like to ask if there is a function that can detect the following situations in 'Unity Integration.'1.When the Oculus rift S is looking for a The boundary area (when the loading indicator appears on a black background)2. When the Oculus rift S is guiding players to 'Resetting Guardian'3. When the Player is looking at the 'Oculus home menu'Thanks!!!
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