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Unity ver. 2019.3.14f1. Android platform. The XR Plugin Management and Oculus XR Plugin packages, latest Oculus Integration, and Android SDK, etc., are installed. Everything seems to be properly set up for XR. If I sideload a build into my Quest the app plays there. But when I play the app in the Unity editor all I see in my Rift headset (which I'm trying to use for testing) is the Oculus Dash. Am I missing something simple?
Hello everyone,I am currently researching about possibilities to make multi-user experiences for the Oculus Quest. I am especially interested in multiple users sharing the same playspace. Is it supported somehow? Are there any Unity Assets that could help? Or maybe an example project or Git repository where someone already tried something similar?Thank you in advance.
i try to build for oculus quest 2 which just got out recently,but it seems i need to update the oculusVR plugin i tried download from github and copy the directories the plugin updated but i still couldnt add Quest 2 to the APK build array in Project Setting.. if someone cold help me out plz??
While developing an app that heavily taps into social features (P2P, Avatars, Rooms, Friends) we noticed that there's really strange behaviour when people are logged into Oculus Home on Desktop (with no app running, just logged in) and trying to use social features on Quest.All of the following stop happening when people quit Oculus Home on desktop, so it seems there's something fishy going on there.What we're seeing is:rich presence state occasionally (not always) being overriden to "None" from Oculus Home after setting it to something on Questpeople being able to enter rooms but immediately being partially kicked out again (P2P connection stays active, but avatars break, and there's a "Room Leave" message sent by the platform to other users)avatars appearing for a few seconds just to freeze again (so the reverse of the above - person is still "in room" according to the Platform API but P2P packets are blocked)Note that "having Oculus home open with the same account as on Quest" is a
I’m having trouble understanding what might be causing myQuest app to fail. I have been adding things to one scene and building and testing and it isnow at a point where it doesn’t load.If I put it into SideQuest and run it the screen goes black.I don’t get the UNITY splash screen and the scene never loads. My OVR Metrics tool shows this:I have started the scene with all gameobjects inactive andit still wont load or initialise. Does anybody know how I might be able to chase through theproject and understand what might be causing this crash?The single scene APK is under 500MB so I would think thatwould be okay? Below is the metrics on the normal dashboard for comparison: Does anyone have any suggestions on how I can chase down what might be causing it to fall over now?
We've seeing a lot of crashes and workflow instabilities from using Oculus Link + Quest with Unity recently (not sure if this is Unity specific though).This happens across multiple machines, so doesn't seem to be driver or device specific.We are using several Oculus Platform features (entitlement checks, P2P, Avatars) so some of it could be unmanaged code issues but not sure.I'll try to describe the symptoms we're seeing here, because I don't know where they originate from.SymptomsOculus app running, Link connected, Unity Editor running with VR scene → Oculus app crashoccasional (sometimes every 2min, sometimes every 30min) Oculus crashsends "OVR.wantsShutdown" to Unity, stops VR from workingOculus restarts automatically but Unity doesn't recoverending play mode and starting play mode in Unity again does not resolve, needs resolution [1]Oculus app running, Link not connected, trying to connect Link → black screen on Quest, no reaction anymoreafter clicking "Oculus Link" in Quest, scree
Been manually adding it in every new project for the past year, hoping it was just a forgotten feature which would eventually be implemented, but now we're getting impatient.Its impossible to develop extensions (in other packages) without the ability to reference it.
I was surprised by the performance targets mentioned for Oculus Quest!I remember that the performance targets for the first version Oculus Quest were 50-100 draw calls per frame and 50,000-100,000 triangles per frame, so is this a mistake or are these the new performance targets for the Quest 2?And if these are the new performance targets for the Quest 2, please do mention the performance targets of the first version of the Oculus Quest too!
Hello, I need help with something. When I open the oculus developer hub on mac I cant click the continue button because it is off my screen, I have provided a screenshot so you can see the problem. I've tried changing the screen resolution, does anyone have any other solutions?
I usually tend to do my Unity or Unreal development on my Mac and in the past I was able to connect my Quest 1 to the mac for proper development and pushing builds to it. With the quest 2 I'm unable to get adb to work no matter what I try. I have done all the settings as far as developer mode, I have a developer account etc, however when I plug in the quest 2 I never see the enable usb debugging option like I do in windows.Things I have tried.uninstalled and reinstalled adb (android platform tools)installed lsusb (great command line tool to see connected usb devices). The quest 2 does show updisabled developer mode , rebooted the quest 2, enabled developer mode rebooted the quest 2.tried a different cableThings that workandroid file transfer tool allowed me to move files between the deviceAny thoughts?
In unity everything works fine. My character walks up to a point and then I use animationComponent.Play to change the animation but when I build and run on the Oculus Quest, the character just keeps on walking. It doesn't change the animation like it does inside Unity. Can anybody help?
Hi everyone!If an expert know a solution to let Unity keep Oculus IAP when exporting in IL2CPP (not stripped), you will save the lives of so many people ! B) //======= Description =======//When I export my app Build with Unity in "Mono" and purchase in-app (while playing in Oculus GO), my script using Oculus IAP (In-App Purchase) works perfectly fine.But when I export with IL2CPP instead of Mono, the Oculus IAP doesn't work anymore at all. //======= Issue =======//It is surely due to IL2CPP code Stripping (optimization) but even when I tried to link/add Oculus.VR Assemblies (in Unity Asset/ root folder) the link.xml file to keep IAP reflections code working in my script, Unity is still stripping IAP when exporting in the build in IL2CPP (IAP is not working in the app). To be clear, when I export the build in Mono, it is working perfeclty fine, so I don't understand what I'm missing with IL2CPP (stripping) with Oculus.VR ...//======= Current Unity "link.xml" file (Oc
I'm a beginner. When I create an app in oculus for developers I have to choose either quest or rift. This seems to suggest that apps are either quest or rift apps, but I want to enable crossplay in match making so that rift players can join the same session as quest players. Is crossplay matchmaking between rift and quest supported? How do you do it? I tried using the quest app id on rift (play vr preview in the unreal editor) but the entitlement check fails there while it succeeds when I deploy the game to my quest device.Will the session system allow two of my devices logged in with the same account to join the same session (e.g. distinguish by device-id / account-id pair) or do I have to go ahead and use test accounts in order to test multiplayer (yes testing multiplayer as a solo involves having two headsets on your head at once to keep them from going to sleep).
My application needs to detect that the tracking origin is changed,i.e. when the relative location of the TrackingSpace origin in relation to the physical play space, is changed.AFAIK, this can happen in the following cases:A) Reset view from universal menuB) OvrManager.display.RecenterPose() called from applicationC) TrackingLost and TrackingAcquired happening.Question 1:Is the above list correct and complete?Question 2:How to detect any possible tracking origin change?A) I did not find a way to detect a 'Reset view' from the universal menu, it does not trigger the OVRManager.display.RecenteredPose event. Luckily, 'Reset view' from the universal menu can be disabled by OVRManager.instance.AllowRecenter =false, to prevent it from happening in the first place.B) Can be detected by registering to the OVRManager.display.RecenteredPose event.C) I tried to reproduce this by:- Scenario 1: obscuring the HMD tracking cameras temporarily- scenario 2: pressing the HMD power butto
I am using version 19.2 of Wwise with the Unreal 4 engine.I downloaded the ovr_audio_spatializer_wwise_20.0.0 file and set it in Wwise. But since then, peak error has occurred. Is there any solution in this case? I look forward to your valuable answer.
Hi All,We just tried submitting our new Go game (just in time I know :D ) however I get this error:The uploaded Production (Store) channel build is not compatible with Quest devices. Please upload a new build.Anyone else seen that on a Go submission before? Strange Quest support is required on a Go apk but anyway added it as per:https://developer.oculus.com/distribute/publish-mobile-manifest/however there is no way to get it re-submittedSeems like a bug with the new Oculus dashboard?
Hi, sorry for my langage, but I'm physiotherapiste in France.I wrote in an another category, but I think it's better here.I am looking for software for vestibular rehabilitation and vertigo for my job. I don't find it on the oculus store.To understand, you can search on youtube some videos about vestibular rehabilitation.Thanks a lot for helping me !
I followed the Instructions but every time I enter my device ID and click "Download File", the page goes error by saying And there is no problem with my device ID.Someone come help me plz :'(
Hi there, I'm just looking for confirmation that there is no Occlusion Mesh for the Quest. We have a custom SRP which calls XRUtils.DrawOcclusionMesh before we do any Rendering of scene geometry. This works as expected for PC/Rift and in the Editor, however RenderDoc shows that nothing is happening on the Quest:We are using Unity 2019.3.5, is this intended behaviour or should I file a bug report?Thanks in advance!
I'm starting to play with Android Studio and Mobile SDK and Oculus Quest 2.Everything is working correctly but when I start remote debugging any of the SDK samples in the device, when the debugger hits a breakpoint, after two or three seconds the process finishes and the debugging session closes.The logcat pane shows something like this: Process 26768 exited due to signal 9 (Killed)And the Debug pane shows something like this: Process finished with exit code 22Is there a way to avoid the process to finish/exit when debugging the application?Thanks in advance.
I have been asked to do take a project I'm working on in blender and generate a 360 stereoscopic rendering for a client. In the past I usually render at 11k or higher so then I can down res the video but I was wondering what the optimal settings should be for h264/265 side by side or up and down and what resolution I should be shooting for on the Quest 2 for 60 fps..Any Oculus docs on this yet?
Hi all,Can anybody help me with this issue? When I try to upload a Quest 2 build for internal review I get the attached error. I created a store-compatible manifest. I can only assume it's because the app is not signed properly? It has the default debug signing for now which I though was ok for alpha/review.?
Read this suggestion on Reddit and it could be nice; If the Insight cameras could detect QR codes in the real world you could add virtual objects on that location to a vr model of the same space.No privacy issues if it just reads and outputs the QR code somehow.Why would that be useful? For instance; a remodeling of a large office floor. You would do the main / large changes in the 3d model. Output to the Quest. Map the actual room to the Guardian. Then lay out some printed qr codes on the floor and together with the client change /move the location of these minor elements / furniture to the desired position.Also nice to quickly change design options.
Is it possible to import the current pointcloud representing the physical environment, which is continuously captured and updated by the Quest's inside-out tracking system, into the running Unity app?Note:This pointcloud (or at least parts of it) is visible during the Guardian initialization step, more specifically: when the user must confirm that there are no objects in the drawn boundary, points of elevated objects in the boudary are shown.Getting a hold of this pointcloud would enable to create an application that allows performing measurements on the pointcloud (eg to model an existing room).
Good day, fellow developers,For improvement purpuses we need to record videos BUT testers usually don't like launching procedure or forget about it.So we would like to launch recording when app launches and stop when quits- is it possible?
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