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This is my humble painting of the view of an outdoor cafe reflected in the wall mirror of a building.I drew this painting using my VR stylus API / my VR keyboard API /Oculus Quest hand tracking technology.https://youtu.be/_HL_psLL5-gI stretched my photo taken 12 years agoHere is the technical presentation about it.https://youtu.be/1gV6DRLtPLAhave a good health!
Oculus OpenXR Mobile SDK: https://developer.oculus.com/downloads/package/oculus-openxr-mobile-sdk/Prototype OpenXR Support for PC Development: https://developer.oculus.com/documentation/native/pc/dg-openxr/Please post your questions and issues with the OpenXR Framework in this forum for your fellow developers to see and answer - chances are these questions and issues will be shared! If you need extra eyes on an issue you're experiencing, please submit a ticket through https://developer.oculus.com/contact with the Issue Type "Development - OpenXR". We'll file a task on your behalf to the OpenXR team to take a look at your issue.
My Oculus windows app is v21.0.0 and the quest is v20.0.0, will this affect the editor debug process using the oculus link.If yes should I downgrade my Oculus PC app to v20.0.0, to make the oculus link work? But I can't seem to find the v20.0.0 of the oculus pc app, the latest one is v21.0.0.Any suggestions are welcomeThanks in advance.
Would like to see the ability to freely move around with controllers throughout your home area. Similar to the rift home. But minus been able to modify the room. Or just make a quest home similar to the rift. I know plenty enjoyed making there own home adding decorations etc. Don't want to have too use link everything just to use rift home.
My Oculus Quest system version is 9041200197600000. There is no update available on 2020-10-26/YYYY-MM-DD UTC+7 Using adb shell getprop ro.build.version.sdk yield 25 which is android-25 Nougat 7.1The doc here on page native/android/mobile-studio-setup-android/ said that it support android-26 Oreo. (Can't post url to Oculus developer website.)Did I do something wrong ?
alright so I bought a oculus quest 2 yesterday and don't have link cable so I cant play steam vr games, so I got virtual desktop and trying to enable developer mode and make a organization. I cant do the organization because i cant put my debit card in because it says there was a error, so I can I fix this and is there anyway I can fix my Facebook account without a developer account.
Greetings!I am trying to add some custom debug info to overlay in OVR Metrics Tool and this does not work for some reason.I am using OVRMetricsToolSDK.aar which is distributed inside OVRMetricsTool_v1.5.1.zip.I've added this aar to my android project and this is how I try to set custom debug info:MetricsService.bind(getApplicationContext());while (true) { MetricsService.setOverlayDebugString(getApplicationContext(), "hello world");}This does not change anything on the overlay and I cannot see any custom text. Default overlay is running fine and "Display Debug Data on Overlay" is enabled.I can also see from logs that Metrics service is running:2020-10-25 19:52:15.534 6866-6866/? D/MetricsService: Connected to metrics service: ComponentInfo{com.oculus.ovrmonitormetricsservice/com.oculus.ovrmonitormetricsservice.MetricsService}If I use MetricsService.appendCsvDebugString() instead, my custom text is logged, so I assume that communication with metrics service is fine.Could you plea
I tried to create a new Oculus Quest app under the Organization, and I'm prevented with a message of "This org can only submit quest apps to the test store"What is the next step? I don't intend to try and push a _release_, I merely want to distribute beta tests remotely to test users.Is there even such a thing as a "test store" and if so, how do I access it?Thanks,David
Hi,I've been experimenting and reading for several weeks trying to create a simple scene with a shiny object in which I can see the sky reflected, working on the Oculus Quest. I have not been able to get it to work, and I also haven't been able to confirm whether or not this is even possible.Here is my basic setup:I set up a basic VR template project in UE 4.25.3, and added the basic VR level to it (the one with the 'frozen room', sky sphere, and a bunch of geometric primitives in it). I set up the project options as per the Oculus Quest developer documentation. For good measure, I deleted all the primitives from the scene, except for a single cube and a single pyramid shape. I then applied the basic water materials (Ocean Water and Lake Water) to the two primitive shapes, and I made sure the water material on the pyramid was fully metallic.Using the standard preview renderer on my development machine, this entire scene looks fine, and I can see the sky and the surrounding frozen room
Want some resolution scale,xrsettings.eyetextureresolutionscale work for quest 1 but not for quest2,Please help!
When I call DestroySession to try and disconnect from a multiplayer session, it does not work. I am calling on the client, to try and disconnect the client. The DestroySession node returns 'Success', but the player remains in the match. Anyone know what might be the problem?Thanks!
Typing this on my Oculus Quest 2 while on vacation :) Does anyone know what engine the First Steps tutorial uses? I wonder if Oculus would ever provide the source for that demo if they dont already ?
Any help would be fantastic.I have been porting my VR game "Ballooning Adventures" to Quest. It is currently available for the Oculus Rift and Oculus Go.Some of the code however doesn't get called when it is running on the Quest. I have found that any use of "InvokeRepeating" in my game doesn't get called. Here is its use:void Start(){ InvokeRepeating("UpdateTimerText", 0.0f, 1.0f);} void UpdateTimerText(){ flightTime = Time.time; flightTimeText.text = "Flight Time " + FormatSeconds(flightTime); ; Debug.Log("This should be called every second"); }I replaced the offending uses of InvokeRepeating with my own timers and it works.This is fully repeatable.Has anyone else had a problem with this? Maybe no one uses InvokeRepeating anymore.
Hello,I am a technical artist currently residing in China, However I do not have a credit card, And my UK/Chinese debit cards are invalid for registering as a developer.Is there some way I can register for a developer account without a credit card?
With a Test User account, we had the ability revoke IAP allowing us to properly test out the feature for our projects. This feature has since disappeared and for testing purpose, it feels like I need to reset my device with a new account if I want to test a fail state and a pass state. Is there a workaround to this?
From the title, android has a native speech recognizer. Is it not available in Oculus Quest?
Hello, I just created an organization but realized after it was done that I was logged into the wrong account. I need to move this organization to a different account and cannot see how to do this in the dashboard. (Both accounts are now admins of the org, but I need to swap out who the owner is)Can someone please advise?Thank you
hello, i'm doing a shooting game and i would like to move a finger to simulate the shooting with an animation which would be triggered when i press the trigger index of my controler. For information, it is not the hands of the oculus avatar that I want to move, but the finger of my character's hand.Thank you!
We are experiencing some issues playing back DRM video content in Oculus TV and I'm trying to find a spec of the streaming technologies and DRM types/versions supported by the Oculus Quest. Does anyone know where this could be found?
I am making a networked app where the server is hosted on a PC (windows standalone). When I launch the server as headless, its giving me a readout of [XR] Error determining if we should quit: Not Initialized,This is after it cant load the Spatializer etc. Details in log.txt. I want to be able to turn of Oculus functionality for this platform, but continue using it on the Quest. I have deleted the Windows oculus plugins located at Oculus->VR->Plugins->1.51.0I have unchecked the "Initialize XR on Startup" in XR Plug-In ManagementI have tried XRSettings.enabled = false, and XRDisplaySubsystem.Stop. Any help appreciated
How do I start the ability to get the perks?
Hi!I´ve bought the new Quest 2 to work development, based on photos 360*.To my luck there is no player available.There is some chance to have it or I have to give back the Headset?Thank you, to all.
I'm new to Quest/Quest2 deploying and I'm wondering what I'm missing here...I have game that I made for Oculus Go and it's just able to run steady 60fps on Go. When I deploy it on my new Quest2, the game can't sustain 72fps. It's steadily dipping to 62-64fps range. So I'm wondering if there's some general settings (different from Go) to apply when upgrading the project to Quest environment?Project is made with Unity 2019.4Using URPOpenglStatic and dynamic patchingArm64 upgraded for QuestCpu is running mostly at level 2 and 3,sometimes topping on 4 at ~70%usageGPU is running mostly at max level 3 and at 70~98% usage.So GPU seems to be the bottleneck here.
I'm working on a Mixed Reality library called StereoKit, and I'm currently in the process of porting it to Android/Quest. I've made a fair bit of progress, and the native component of my library does in fact compile and run on the Quest 2!However, my library is primarily consumed through C#, so now I'm working on loading up the library through Xamarin. I've got this working without OpenXR for flatscreen phone devices, but I'm still trying to figure out how to get this part working on the Quest. I'm currently at the state when OpenXR seems to initialize properly and my application begins to run, but OpenXR never transitions from the IDLE state to the READY state. I do get this message from the log 'xrCreateSession: Activity is not yet in the ready state.' which I'm guessing might be the culprit, but I'm uncertain what would be causing this or how to fix it. From JNI, I initialize everything after the window is initialized, which works great. Under Xamarin, I initialize after a SurfaceVi
Hi,We'd like to change the order our achievements appear in in the scoreboard app. I tried creating them in the order we'd like them in the oculus developer dashboard, but it appears to have no bearing on the order they appear in the scoreboard app. Does anybody know how that order is determined and if it can be changed? Thanks!
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