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I want to be able to type Thai language. Please add Thai language to me.
So after much configuration, I was to build and install package.But I can't seem to find the installed package to launch on quest ( it does appear in storage)Where is it supposed to show up - e.g. on main home browser screen?Thanks for any help
Finally got an APK to build for Quest 2, but launches briefly to blank screen. Grabbed the logs with adb.... Last entry in log says "LogPluginManager: Error: Unable to load plugin 'ProxyLODPlugin'. Aborting."....This is just the sample Third Person Template Thanks in advance for any help/tips
Hello,I am new to programming for oculus quest and am trying to solve one problem. If I look at a certain angle, my right eye starts to flicker a lot. If anyone knows the reason, please help solve this problem. Thank you very much in advance.I use unity 2019.4.12f1.
Hello,Does anyone get working Text Mesh pro with URP, Unity 2019.3 and single pass? We find some shaders but it dosn't work with URP.Best Regards,Damian
Is there a way to disable shadows being cast from the hands included in LocalAvatar?Since there's no associated Mesh renderer I can't just simply set "Cast Shadows" to Off, and there doesn't seem to be an option in the Ovr Avatar script.
Wonder if anyone has experience of using the Model section under XR Controller script on the LeftHand/RightHand Controller of the XR Rig? I was hoping it may be possible (as in easy) to use the animated hand mesh from the old Oculus package - tick on Animate Model and it all works :D Currently only supporting Oculus Rift, I just really want animating hands in. Any help, documentation or tutorial links will be appreciated. Thank you.
Has anybody managed to get an XR Rig with animated controllers/Hands going in Unity 2020?I need to use 2020 on the Quest 2 for the Vulkan API but I cant find any example anywhere showing animated controllers/hands with XR Rig. Am I missing a sample scene or is there any tutorial out there that has done this?Cheers,Lins.
Hi,we are using Oculus integration 1.42 cross-platform input for Oculus Rift & Steam VR. On HTC Vive it is working but not on Valve index. For example left thumbstick and left hand grip are not working. Are there any other button mappings or should we use their SDK?Thanks.
I have been working on a project for a while now. An Oculus Quest Home app. Main feature I want to get better working now, is a VR app browser and launcher.A more 3D way of accessing your apps, like Oculus Home did with the VR Console where you could add your games as cartridges and launch them from within the home. This would be especially useful for sideloaded apps, and generally just a way of getting more control over how you organize your apps and how you want to launch them.The other, maybe more obvious, feature is a home like Oculus Home or SteamVR Home, where you can decorate it any way you want. I hope to add features that would make it easier to place objects and align them with your real home or VR location. Just need to add a place where you can reset it all, and make it room-scale.I have some questions though, for ideas. I am doing it in Unity, and I finally got it working so that I can get icons for different apps installed on the Quest, and also a list of all their names,
So I have a wireframe shader that is working correctly in Quest 1 and multiple other platforms, however, in Quest 2 only one eye renders.Could anyone assist?, this of course only happens in multi-view (single pass) renderinghere is the code:Shader "Custom/WireframeTest"{ Properties { _DispTex("Disp Texture", 2D) = "gray" {} _Displacement("Displacement", Range(0, 1.0)) = 0.3 _Offset("Offset", Vector) = (0,0,0,0) _WireColor("WireColor", Color) = (1,0,0,1) _Color("Color", Color) = (1,1,1,1) [Enum(Off,0,Back,1,Front,2)] _ShowBackfaces("Cull", Int) = 1 } SubShader { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest Less ZWrite Off CGPROGRAM #include "UnityCG.cginc" #pragma target 5.0 #pragma vertex vert #pragma geometry geom #pragma fragment frag #pragma multi_compile UseVertexColor_ON UseVertexColor_OFF half4 _WireColor, _Color; struct appdata { float4 verte
Can the Oculus Quest 2 be operated and managed using a computer alone?We would have multiple student users for the devise and pairing the HMD with someones phone does not seem very practical.
View the latest documentation for developing on Oculus Quest here: https://developer.oculus.com/documentation/quest/latest/
Hello, i want to ask if it's possible to integrate Oculus Browser into the Unreal app?Or can i use some Oculus Browser methods for interaction from Unreal? In the Unreal Engine, we have the very old chromium browser version that is not working like expected.Can i do own changes in the Oculus Browser?If someone knows, please write.
Hi , I have implement the quest development app using Oculus integration plugin. I have build the demo scenes selection option using unity buttons. the UI interactions is not working properly. when i click the button some time it's call on first click and some times it's not called on first click. it's take some more interaction to click events.i need to interact the button on first click for all time.i have using the following Versions : Unity - 2019.3.3f1Oculus - 20.1
Guide here: https ://developer.oculus.com/documentation/unreal/unreal-quick-start-guide-quest/ (I'm not allowed to post links yet)Under the section Configure the Project for Oculus Development, Step 9. says Open Advanced APKPackaging and click the + next to Package for Oculus Mobile Devices. From the drop-down select Oculus Quest and Oculus Quest 2.However Oculus Quest 2 is not an option here. I have followed the previous steps and had no problems so far. I believe the issue stems from me using the official Unreal Engine build from the Epic Games Launcher. Currently it's version 4.25.4-14469661+++UE4+Release-4.25Earlier in the guide, it's mentioned that this should be fine and that the Oculus builds on github are only needed by those looking for the newest features/fixes.Considering the Quest 2 is now in the wild, I would expect it's support to be in official builds too. This will probably be fixed soon but it's wort
I had some trouble getting clarification as to how to do this. Pieces of the answer were available in different discussion threads, so I put it all together here for the next person who gets stuck.Set the file path for the VideoPlayer source in Unity, like this: file://mnt/sdcard/<directory_path)>/<video_name.mp4>You will need to set permission in the AndroidManifest.xml and via adb shellIn your shell app::1. Check permissionsadb shell dumpsys package <package_name>In the dump you will see "requested permissions", with android.permission.WRITE_EXTERNAL_STORAGE and android.permission.READ_EXTERNAL_STORAGE. These will have no value. You need to look at "runtime permissions"If it says: android.permission.WRITE_EXTERNAL_STORAGE: granted=true android.permission.READ_EXTERNAL_STORAGE: granted=trueYou don't need to do anything else in the shell, skip to #4, AndroidManifestIf not...2. Set new permissions adb shell pm grant &
Currently developing in Vulkan and using the VK_KHR_Multiview extension. Can anyone confirm that passing texture arrays into the compositor is ONLY available via the VR_API for Quest and that this functionality is not available in the Windows SDK version?
In a racing game, for example, it would be cool to be able to view the leaderboard in the Oculus dashboard and have the score show as times rather than scores. Right now, as far as I know, they must be represented as just an integer. e.g. the time 1:30:48 must be converted to a positive integer such as 13048, which is much harder for users to understand. Is there any way to change this?Additionally, there is currently the ability to deep-link from the Leaderboard to the game. However, the most specific this gets is on a Leaderboard basis, so you couldn't, for example, challenge a specific user's ghost data from there since there's no way to send dynamic metadata based on which player's leaderboard entry is selected.
I am an amateur Unity programmer currently teaching myself how to work with speech-to-text API. Though I have had no difficulty implementing the various SDK/APIs available (Google Cloud Speech-to-Text API, Watson, Light Buzz, etc.) to work on the Rift, Windows, iOS, I can't figure out how to implement it on the Oculus Quest.The furthest I have gotten on the Quest is with the Google API, but the Quest fails when it attempts to SpeechClient.Create(); Any input would be greatly appreciated or recommendations for other ways of implementing Speech Recognition on the Quest
Hello,Is there any way to open my game page in Store app (Oculus Quest) using native API or some method from OculusVR/Online susbystem plugin in UE4? Or maybe is there any URL (something like oculus://open-my-game-in-store-app) which can open Store app?I would like to encourage players to rate my game and add review so such feature would be super useful for me.I'm using Unreal Engine 4.24.3 with Oculus VR 1.36 plugin and Online Subsystem Oculus 1.32.
Hello,I need to identify the quickest/easiest way to help non-technical mac-using co-workers get non-public .APK tests onto Quest2 test devices.SideQuest was the easiest way with Quest1's, but SideQuest is not recognizing our Quest2's as connected.Is this just a matter of needing a specific cable? Is it an unsolvable Mac problem?Or is there an easier (remote) solution to help a non-technical mac-user drop a new internal .APK test onto their Quest2(I'm using VR for internal research tests at a fortune 50 corp - these things will never be publish externally)
I've integrated FMOD into android studio for some Quest development and I'd like to add spatialization. I haven't seen a .so for FMOD (there's one for Wwise), so is there a solution for this perhaps it's using the Native spatializer .so? Any help appreciated, thanks
Hello I´m making a platform with unity and the oculus quest, I create a scene wtih a login, but I can´t find how to display the virtrual keyboard. sorry if the question it´s to easy, but i can´t find it.Thx in advance
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