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I am a user who wants to make 3d printed Beat Saber handle. But I can never get Quest 2 controller's 3d model. The ones provided in Controller art, is weird. They stuck two controllers (L/R) and I can never separate them. People says I need Fusion 360 to open and separate .fbx files, but I don't want to spend that much money just to open .fbx file and separate them. (What the heck, the free personal Fusion 360 does not support .fbx files.) Any ideas?
It says you need to submit a design plan to get your game on Oculus. This makes me think I should just publish on SteamVR first, and then use this as evidence that the game is good to get on the Oculus platform. Is this a good way to do it?
I was just wondering if it was possible to close the organization and not develop it anymore and have it unlinked.
Hey, just got an Oculus Quest 2 for Christmas and already have ideas spinning around in my head. I'm a C# .net dev and I've played with Unity a bit so I expect I will be able to get my head around that part, but my question is hardware oriented since it's sort of out of my software oriented wheelhouse, is controller and sensor input. Can additional controllers and sensors be purchased or otherwise to the Quest? Specifically I'm interested in things like bracelets that detect motion instead of the controllers, or maybe different controllers, or other devices that have controls on them. Even components that could be added to things to create custom devices.If they do exist can multiple inputs be added and used at once?
Is it possible to attach Visual Studio to a running Quest 2 game? Similar to how you debug an XBox or Playstation console?
How can we disable bluetooth for our sensitive clients? Disabling Wifi is easy, but how to disable bluetooth on Oculus Quest 2? We don't need the controllers and want all wireless off.
Hi,I have a client that requested we ensure the Bluetooth is switched off on-site.Would the Quest controllers be still trackable/operable and how do you disable Bluetooth in the headset?Thank you,Nimrod
I'm porting an app from Go to the Quest 2, it uses an .obb file and a script that loads it, like so:AssetBundle.LoadFromFile("sdcard/Android/obb/main.15.com.BDHi.App.obb");However, when I put the obb file in that location and try to run the app, it can't load the file, I did notice that the Quest file path is /Internal shared storage/Android/obb/ but changing it to that doesn't change anything. Do I have this path wrong, or is it something else?
Hi , after stuying the Kronos gltf format page and oculus dev support page i stilll can t figure how to implement LOD that i see working on official Oculus items . Any hint would be awesome . I m exporting tons of designs and that would make display lighter (and loading a bit heavier ^^) Also i guess it s too soon to ask about physics , maybe interactive/handable objets will be editable and documented in a next update ? once items get synchronised between guests. As of interactive objets,I d sooo want to get a working 2D pen to draw on (some?) surfaces (and a 3d pen to draw in thin air too ) . maybe medium will be avaible in home someday ? thats something you have in mind? anyway, I realy love where oculus home could go but I m still struggling to find infos . i opened a group on facebook if anyone want to come with questions or answers , simply search for "oculus home" .Also if anyone want to visit my place, i have same tag than here . thanks and hoping to hear fro
Is there a way to get early access to hand tracking for Quest?
Hi All, I am developing an oculus Home like project where i am facing a problem of object passes through walls and other objects. The scene is described as, I have an object that has Box Collider and an Rigidbody (Gravity false , Kinematic true) A wall and a Floor with Box Collider and Rigidbody(Gravity false , Kinematic False) I am moving an object with hands movement. Translate object near and far using thumbstick, the problem is that when i move object far the object pass through the wall and floor. As you can see in the image below the object is passing through in the walls and the floor. Please help me and suggest a better solution. Thanks in advance.
I am having problems getting RenderDoc for Oculus to work.Using ODH, I downloaded and installed RenderDoc for Oculus v23.1(forked from v1.11).When I switch the Replay Context to "Oculus Quest 2 Profiling Mode" it installs the packages:com.oculus.rederdoccmd.artm64 com.oculus.rederdoccmd.artm32 In the logs it seems to grant permissions:01-04 09:38:45.432: V/GrantPermissionsActivity(8583): Permission grant result requestId=3382198378034757955 callingUid=10159 callingPackage=com.oculus.renderdoccmd.arm64 permission=android.permission.WRITE_EXTERNAL_STORAGE isImplicit=false result=5Renderdoc lists "Remote Server Ready" in lower left status.I can select from the installed packages on the "Launch Application" tab.When trying to launch, I get01-04 09:48:10.073: A/DEBUG(10876): #02 pc 000000000040c1ec /data/app/com.oculus.renderdoccmd.arm64-1Xw1ET_itjwA9Dp37MAtpA==/lib/arm64/libVkLayer_GLES_RenderDoc.so (WrappedOpenGL::glDeleteBuffers(int, unsigned int
I am having problems getting RenderDoc for Oculus to work.I am using the Oculus build of UnrealEngine 4.25.4 and Vulkan.Using ODH, I downloaded and installed RenderDoc for Oculus v23.1(forked from v1.11).When I switch the Replay Context to "Oculus Quest 2 Profiling Mode" it installs com.oculus.rederdoccmd.artm64 com.oculus.rederdoccmd.artm32 Renderdoc lists "Remote Server Ready"In the logs it see,s to grant permissions:01-04 09:38:45.432: V/GrantPermissionsActivity(8583): Permission grant result requestId=3382198378034757955 callingUid=10159 callingPackage=com.oculus.renderdoccmd.arm64 permission=android.permission.WRITE_EXTERNAL_STORAGE isImplicit=false result=5When trying to launch, I get a crash:01-04 09:56:05.335: A/libc(3517): Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x10 in tid 3517 (MainThread-UE4), pid 3517 (MainThread-UE4)01-04 09:56:05.353: I/crash_dump64(3586): obtaining output fd from tombstoned, type: kDebuggerdTombstone01-04 09:56:05.353:
Hi,My OCULUS QUEST 2 asks me to confirm the permission to connecting to data but when I agree, I get this message : the game is paused because the universal menu is open. Impossible to get rid of it! What should I do?Thanks a lotMy software version is : 260511588 and my serial number is : 1WMHH835ZB0473MV121
Hi,according to the thread title, I'm trying to use the "Use per eye camera" mode on the Oculus OVRCameraRig in order to visualize pre-rendered stereo images on the Quest, both on picture and video, but unfortunately it doesn't seem to work.If I make a build with this option checked - and given that in editor it has no issues at all - the app starts showing the splash screen, then it simply switches indefinitely on a black screen, or alternatively it shows the splash screen image flickering on black. The app is not freezing or crashing, it seems to work well indeed, except that it renders nothing. On the contrary, the single camera mode (aka "use per eye camera" option unchecked) works without problems.I first noticed this problem on Unity 2020.1.9, in an URP project, then I updated to 2020.1.13 and to Unity 2020.1.14, both with the Oculus XR plugin 1.5.0 and 1.6.1, and making a brand new test project, but without success.The issue is very easy to reproduce, just:- Create a new pr
Non-coder alert!Ive been bashin my head all day trying to do a simple thing. I made my own very simple script to teleport a player to a new place when the hit a collidor... works great, but its very simple. Cant rotate the player on arrival, cant do any kind of fade to mke it nicer... etc...Then I discover ITS BUILT IN!! Or rather, there are many examples of teleport in the Sample package with Oculus integration.But they are all about different Locomotion methods. But the EFFECT is what I want!So I have 2 questions:1. How can I get the example in the Locomotion demo into my game (specifically want the second example, where on stick controls free movement and the other uses teleport, does it need a navmesh? Just draggin it in didnt work of course... or rather... I flew a million miles up and never came down.2. My REAL question, how can I make a collider object so when my player hits it, I can configure a teleport to another place, either instant, blink(fade to black) or lerp...dash what
Hi all!We're getting ready to submit the rift version of our quest game because some users have been asking for it. All appears ok except for one issue... Sometimes when the game is opened, the audio across the whole game stutters. Moving between scenes doesn't help at all. The only thing that works is quitting the game and opening again. It happens roughly 10% of the time the game is opened. Has anyone else experienced this issue? Our game is pretty well optimized due to the quest version so I'm assuming it's possibly related to some build settings. Any help would be greatly appreciated!Matt
With the recent changes pushing for Facebook accounts to be linked to Oculus accounts, and the social features like leaderboards now requiring the accounts to be linked, testing these features in our game now requires me to make multiple Facebook accounts.Given that for the last few years Facebook has been quite aggressive in chasing down 'fake' accounts, and especially the recent issues with people linking accounts getting their accounts banned and their Quests blocked, is there some 'safe' or approved way to go about this?Thanks!Darren
I don't know if this is a forum where Oculus inside team checks, but I'll report this here once anyway, no other place to say this aI mean the Oculus Browser. Not talking about the Quest 2 native apps.If I check the "AudioContext.baseLatency" value in Quest 2's Oculus Browser, it reports 10X latency of Quest 1's Oculus Browser.Quest 1 reports 0.004. Quest 2 reports around 0.045, but I suspect it's around 0.2Also in reality, it results in a noticeably late sound effect playback. Impossible to use for any user reaction sound effects (like musical instrument simulators) I don't understand how this could happen in a superior hardware. Can something be done about this?
As a bit of an Android n00b I've been having some problems compiling the samples which I have not much idea how to fix. I've followed the documentation step by step (I think).First, gradle sync does not work, following the documentation for compiling the samples. It says to get the latest gradle version, which is 5.1.1 and does not have "leftShift" function for "<<" operator. It seems doLast {} is needed instead and I've had some success both with forcing gradle 4.10 and with modifying the gradle files to work with 5.1.1. So far so good ...... except gradle sync never finished. It just spins doing nothing after a while. At this point Android Studio thinks there's a project and I can build it and it compiles code and stuff. However, there is no Configuration in the dropdown. It just says "Add Configuration". The docs expect there to be an Android configuration here but none appears. "Add Configuration" seems to be unhelpf
Hi, every Oculus Developers,I want to introduce my API.You can use Tablet PC in Virtual Space as in Real Space.You can Dragging / Drawing / Writing / Typing using Fingers or Stylus pen as Real Tablet PC.More Specifically, When typing fingers are concentrated in a narrow areaTo hit Adjacent keys in succession, the probability of mutual occlusions between fingers increases.So, it it easy to MISS TYPING.Therefore, ZOOMING IN KEYBOARD , can be actuated when fingers are concentrated in a narrow area, is applied.https://youtu.be/QkNxEIWr3QUHave a good health!
Probably stupid question, but I want to disable the fact that my app knows how high we are. I want to be able to let the player "walk" when they are seated (and not crawl about on their knees) and sit when they activate chairs, and... oh I dunno.. lie down on beds or on blankets in parks if THEY are activated.I have tried attaching the camera rig at eye height, but whatever I do, it seems to sink to mid body level if Im sat down. If I stand I can walk around my world no problem, in perfect synch and size. But I want the game to choose. How do I set the OVRplayer and /or camera rig for this?
I think there should be a membership(monthly and yearly purchase option) that can include a discount on games and a family sharing option between a certain amount of Facebook accounts. This way there’s still money that could be made and I believe more people would be willing to purchase more VR headsets. I absolutely love my sons VR I bought him. I was going to get the new Xbox but purchased this instead and I’m highly satisfied with my decision! I want to buy me one now but having to repurchase the games is what’s holding me back from doing it. I would definitely be willing to pay for a membership just to be able to share the games and content. Just like the Xbox one you can share with one other person. There could be the same limit on the quest so people aren’t sharing with tons of friends and family. Or do different levels of a membership. Example: one price monthly/yearly to share between two people; four people; six people. There could be the main Facebook account and then l
i click orginization and nothing happens and i dont know why
we are trying to test submitting a test preview version of our app in preparation for future submissions, but our app crashed on launch during the automated testing phase. However, when we download the submitted test build and run it on our machines it works fine. The crash logs only gave two error messages, one of which is related to oculus use in Unity and the other informing us that we need pdb files in order to get detailed crash logs. However, when trying to upload the build to the beta branch using ovr-platform-util I get the following error:This build contains the following debugging files, which violates VRC.PC.Security.3player_win_development_x64.pdbSo I'm wondering what I should do to further debug this and get the process rolling. Is there any way to get more detailed crash logs?
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