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I am developing a virtual reality application in unity. Every time I want to test my application I build and run the application on android note 5, Please tell me the way to debug the code? How to debug the VR application in unity and Visual studio?
I'm trying to add a play space mover to the game I'm making and can't quiet figure it out. Anyone have any ideas?
you guys should add play space mover to oculus rift/s so oculus players dont have to do some other stuff please add play space mover oculus with advanced settings.
Greetings all,I'm a database developer for my job and wanted to make some simple games for my Quest 1/2 as a hobby.Currently working from home on my pc I purchased way back in 2011, only needed for SQL development, MS office and browsing.Thinking of buying this pc below (I've pasted the main specs), the graphics card is low spec, wondering would this pc be usable for amateur Quest games development?Xenta Core i5 8GB 480GB SSD GT 710 No OS Desktop PCIntel Core i5 (9th Gen) 9400F / 2.9 GHzGraphics Processor NVIDIA GeForce GT 710 (Video Memory - 1 GB)8gb RamApologies if daft question, I'm way behind on my technical specs and pcs.ThanksRob
I'm contemplating development of a news aggregator type app. As part of my customer development process, I'd like to gauge potential market size. Is anyone aware of published market stats that include at least number of users by age cohort and device? Ideally, I'd like to target the Quest ecosystem, but also exploring mobile VR.If this doesn't exist, what is the information we have?Thanks in advance!
I have a rift headset . I broke my rift headset and it can't be fix . so I brought an quest 2 headset. Right now I live in Boston and my pc is in GA . So when I move back to GA will I be able to play my rift games on the quest 2 headset ? Or do I have to buy a rift s headset ?
Hey All,We submitted our Rift S game via Oculus Start around 15 days ago and we haven't heard anything back yet, does anyone know the current average turn-around time for Rift S submissions?
Is there anyway to create an organization that does not require the credit card? Because the system gives back an error when I'm submitting the credit card information and does not let me go through the setup.
I want to turn development mode OFF on my Quest 2, but strangely enough it will not turn off. Development mode option is turned off in the app, but it is still active in the headset. Tried factory reset, but once the Quest 2 is set up and booted back up, it goes back into Development mode by itself after a few minutes. Also tried reinstalling the iOS app....but still stuck. Any ideas?
UE4.25.3 Oculus last buildWhile testing the power of quest2 on a clean project (just loading assets to scene in a new project) i noticed that in ovr metric tools overlay, the gpu level keep stuck at 3 in the cases where the fps drops far below 72. I tried to force it to 4 in the plugin and with the "Set CPU and GPU levels" node, but nothing worked. Does anyone else have this problem?oh, and dynamic FFR isn't working either.
I am the developer of the VirtualBoy Go emulator for the Quest/Go. One use it having problems with the registration of the left and right shoulder buttons on his virtualboy controller that he connected with an usb adapter to his Quest 2. Apparently this works fine on the Go and I don't see why it wouldn't on the Quest 2 (all other buttons are working).I was thinking of updating the SDK to see if this would fix the problem. But the gamepad support was marked as deprecated with the Oculus Mobile SDK 16.0 and I can't even connect my Xbox One controller with the Quest 2 (other people seem to have the same problem on the Quest 2).So what am I supposed to do now. Will gamepad support get fixed on the Quest 2 or will it just get completely removed?
Hi, I have just purchased an Oculus Quest 2. I was wondering does anyone know how to export either a Cinema 4D model or twin motion to Oculus Quest 2?Thanks
Well this is annoying.I have been banging my head against a wall on this all day, so any tips would be appreciated.The situation...I am building for Quest in Unity 2019.3.Everything works well, and my app runs nicely.I upload the APK to the Oculus dash, buuuut...The problem...Apparently my manifest does not specify the use of GLES3, so I can't upload it.A quick look in the manifest file in my Unity project shows it jolly well does... <uses-feature android:glEsVersion="0x00030000" />Decompiliing the APK and looking at the manifest there shows that actually it does not.The cause?It looks like Unity is stripping the necessary line out of the manifest at build time.Any idea how I can fix this?Do I need to specify certain options in my build config?Can I edit my Gradle template to re-inject the line into the manifest?Suggestions are most welcome.Thanks,DanP.S. Apologies for the grumpy tone but this is giving me the right royal hump. I've spent two days upgrading, downgrading, re-
I've had a customer contact me saying they purchased a Quest 2 device in order to purchase a game I made but Facebook disabled their new account. Oculus support says there is nothing they could do and they should return the device. Why should I continue to develop for this platform if new customers can't play on this platform?
My 180video scene work well in Editor but when I build and play in Oculus. App can not find NativeVideoPlayer so It throws bug "Failed to find NativeVideo class1" (Line 62 in NativeVideoPlayer class) and don't show video.Please help me, thank you!
In version 20.1 of the Oculus Integration package released on October 8, 2020, the DistanceGrabHandLeft is missing the DistanceGrabber script.
Hello. I've encountered an issue on the Quest 2 when playing Star Trek Bridge Crew. When I'm in the briefing room, I can hear the players, but when we get on the ship, sometimes I can't hear the other players and they can't hear me, but I can hear other audio within the game. Ubisoft asked that I reach out to Oculus for their advice on the issue. My audio work fine in other games. Any advice you can give?
who can help. i have a webpage what is requre crome browser 32 or newer. the quest browser does not send properly what browser it is. and thetefore by page gets bloked. can anyone hhelp to bring a proper latest browser into quest2? any solution i can buy?
Hi there, looking forward to utilizing the Web USB spec combined with A-Frame. Is there an ETA for the native Oculus browser move to chrome 85? or a better method browser to side load with Web USB support? I've ran into issues running Chrome 85 due to the way it handles VR in a separate apk.Many thanks in advanceBen
I've been trying to follow the instructions under "Develop>Oculus documentation>Unity>Get Started" on Unity 2019.4.4f1, but while the app works fine in the editor preview, when I start it from "Unknown sources" on the Quest, I invariably see only a black void. I can interact with the guardian fine. If I put the HMD to sleep and wake it up again, I briefly see a flash of the standard Unity sky and ground scene before the void shuts everything out. I've tried recreating a project from scratch and I get the same phenomenon out of the box. I initially had not created an XRRig in the hierarchy, but doing so (and deleting the old main camera) has had no effect.I also tried replacing the XRRig with an OVRCameraRig, but that changed nothing.Is there a tutorial for developing for the Quest on Unity 2019.4 (that works)?
Does anyone here know any more details on the release of Body API from Oculus? Saw it mentioned briefly in an a video from Connect and have been trying to find more information on it to no avail.
I'm starting to develop with Oculus and I want to create a diorama style game. I don't want to rescale all the assets. Is there a way to globally scale the camera position and tracking? I want to be a giant over looking a tiny world, sort of like moss. Ideas?
Hi!!I am having issues with my Quest and UE4. It seems I cannot perform "VR Preview" but only launch my game directly on the Quest??Any help?
I couldn't find a way to copy Unreal-Packages to the Quest 2 without the PC link cable.Any way that could work?Thank you so much for any little help!appreciate it!
Got my Quest 2 + the Original Oculus Link Cable.@problem:My PC can't recognize the Quest 2.When connected with the original link-cable, Windows makes the sound that some device was connected.But Windows can't find the Quest 2 Device.One missing step I can see here:When I installed the Quest (old model) - inside of the VR Headset I was prompted to say Trusted Device.With the Quest 2 - this just doesn't happen.All updates have been performed - it's not working.Therefore, I can't start developing and it drives me nuts.Thanks for any little help,appreciate it!
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