Developer Forum [Archived]
Recently active
Hi,I just tried today OVR Scene Quick Preview but it is not working - it looks like bug to me:1. When I press Build Deploy App it ask me to: “Select at least one Android CPU architecture in Player Settings” and I have selected it as you can see on photo... Than after press ok OVR automatically uncheck this option!:It only allows me to build on ARMv7 , which is not working on Oculus Quest...Did you manage to use OVR Scene Quick Preview on Oculus Quest???[My setup: Unity 2020.1.0f1 + Oculus Integration Version 18.0 + URP with XR Plug-in ]
Compiling everything gives error about a website that no longer exist.https://github.com/Oculus-VR/UnrealEngine/tree/4.25 instructions were followed. After compiling was completed I get the error The command "C:\WINDOWS\System32\chcp.com 65001 > NULThat website forwards to another one written in Chinese. What does this do and why is it in there?
Hello,In my landing scene, I have an audio source to play a background audio clip (DontDestroyOnLoad is set).When the player selected some options, the main scene is loaded. The problem is that the background audio is distorted during the scene loading.I tried the change the CPULevel to 4 during the loading but it doesn't fix it.Any idea ?Ric.
Is there going to be a new release of a new Touch Accessory Guidelines for Quest 2 soon?Would be quite useful in terms of developing accessoires.Or is there anyone special to reach to gain access to it?
Hi guys,I am having a problem bothering me for weeks. I have been using Unity 2019.4 hdrp to build a scene for my research. I'm using Oculus Quest via Link. However, everytime I try to build the game, it always ended up with only render the left eye while the right is totally black. I have tried using built in XR plugin and XR management, removed post-processing package and tried both multipass and single pass instance mode. None of them works. Just wondering if anyone have same problem or ideas to fix it? Thank you so much.
I have tried SO much to get rid of the black screen in oculus rift. Pleaseee someone help. i hear the audio, and when i move my head it works just fine on the monitor but nothing is coming from the sight of the headset its self. Others seem to have the familiar issue.
I understand this is probably the case of the Oculus developers setting up an assembly definition file so that their scripts compile first, but can anyone confirm 100% why it is that all the scripts in the Oculus folder cannot reference any scripts outside it?Thanks!
Hi, I hope this is the right place to ask my question:I've a title published for Oculus Go/Gear - namely "Rai Cinema Channel VR" - and since Oculus is dismissing the Go, I would simply port it on Quest.I know that a brand new app would need to pass the concept review phase but, since I didn't find any info about that, I would ask you if that's necessary for an already published app too (albeit on the Go platform) or if there is a different and maybe shorter procedure.Should I consider it as a new app and do the full concept review/submission procedure from the beginning? And in that case, what happens with the app name, since there would be two apps with the same name on the store? And so on...If you would provide me the list of necessary steps to achieve a smooth porting, that would be great!Thank you for any info and advice.Riccardo
Hi,we've recently launched our first game on Oculus Go (F-Sim | Space Shuttle VR). I've fixed a couple of minor bugs and would like to test the update from the alpha or beta channels in the store. The current store build is 80, I've uploaded build 81 to the alpha channel, my user-id is subscribed to the alpha channel, but my Oculus Go doesn't show the option to update.This worked fine before but stopped working as soon as we had a version in the store channel.Does anybody have the same issue or know a solution?Thanks a lot!
It is several days back, when avatar image can not be loaded from server. "leaderboardEntry.User.ImageURL" All my games can not load it now. What happen? Is it still supported?
Hi Team,I am new to oculus development, I want to implement chat functionality in my app, but I am unable to find some useful tutorials for implementing chat functionalities between two users.I have seen examples in oculus integration package but am unable to understand how these two players can connect to each other with their unique Ids.Hope you will help me with some better tutorials and suggested links to implement chat functionality.Thanks
The Oculus Go was able to easily output audio via USB. The Quest, despite also running android, doesn't allow it. Any ideas on how to enable it? File managers seem to have proprietary drivers for accessing storage devices. Is it possible to extract the necessary files/drivers from another version of Android and sideload it into the Quest?
I have everything plugged where it is supposed to go, yet it is black when I put it on. The sensors are detecting my room, the controllers are connected and good. But when I put my headset on it is black:( please help me figure out why
I have a Unity project with an external library (Eigen) that can be built separately as DLL.I'm trying to include the DLL building it with arm64 toolchain, but I get this error when I test the app:Unable to load library '/data/app/com.DefaultCompany.myAPP/lib/arm64/libEigen.so', native render plugin support disabled: java.lang.UnsatisfiedLinkError: dlopen failed: "/data/app/com.DefaultCompany.myAPP/lib/arm64/libEigen.so" has unexpected e_machine: 6210-03 16:02:02.636 3963 3978 E Unity : Unable to find Eigen10-03 16:02:02.652 3963 3978 E Unity : DllNotFoundException: Unable to load DLL 'Eigen': The specified module could not be found.It looks a problem of the ELF, but I'm not an expert. Do you know how I should build an external library under linux that needs to be included in a Unity project? (I follow this for the ARM64 https://dev.to/offlinemark/how-to-set-up-an-arm64-playground-on-ubuntu-18-04-27i6)
About 2 weeks ago, it seems like our game stopped saving crash logs. I used to be able to find them in AppData/Local/GameName/Saved/Crashes.Have they moved? I cannot find them now..
Hi All, I am developing cross platform multiplayer application using Oculus SDK. I got the following error when I trying to build IPA file for iPhone through Unity Cloud build Dashboard. Please help me to fix this issue.470: ▸ ❌; ld: bitcode bundle could not be generated because '/BUILD_PATH/vinsinfo-private-limited.globaloffshorevr10prnibmq/temp20200525-7005-1m4i1nb/Libraries/Oculus/LipSync/Plugins/iOS/libOVRLipSyncShim.a(OVRLipSyncShim.cpp.o)' was built without full bitcode. All object files and libraries for bitcode must be generated from Xcode Archive or Install build for architecture arm64471: ▸ ❌; clang: error: linker command failed with exit code 1 (use -v to see invocation)Unity Editor : 2019.3.3f1Oculus SDK : 1.47Thanks in advance.
So in version 19 it became possible to test out the new "advanced" UI from the experimental features in the Settings. Sometime during a version 20 patch, it appears that it was no longer an optional feature, but instead became the new UI. I have had some of my users contact me and when they explain their UI, it is the old UI; Upon asking them to navigate to settings and get them to read me their version numbers, everything is the same as mine but they do not have the new UI. In fact, when they navigate to experimental features, they don't even have the experimental feature options to use the new UI. If anyone can assist me here, it would be very helpful.
Bit of a fun one I guess.Always been curious about what the tcp listener is actually listening for / processing. Is it the headset information passed by port traffic? Does anyone have links to docs that show the network that oculus creates when running games or am i off here and its all internal messages?C
I'm trying to query the thumb resting on the thumbrest in Unity using the following and it doesn't seem to work:OVRInput.Get(OVRInput.Touch.PrimaryThumbRest, OVRInput.Controller.LTouch);I've also tried passing OVRInput.Touch.Any as well and all the other button touch states seem fine. In the dashboard, I'm seeing the ghost hand thumbs rest on the right locations, so I know it's not a controller issue.I'm definitely in "Quest2" mode, as the headset is reporting back as OVRPlugin.SystemHeadset.Placeholder_9Any idea why this might not be working for me? [Unity 2018.4.26f1, Unity Integration 20.0]
It seems when I move using the joystick the player Y position on the terrain changes as the terrain changes, but when I walk in room space the player Y does not change. Is there a setting to honor the Y based on both the virtual terrain AND the room space head position? THanks.
I downloaded the latest 4.25 version of the Oculus UE4 editor and built it (no issues). Here's where I got it: https://github.com/Oculus-VR/UnrealEngine/tree/oculus-4.25.0-release-1.49.0-v17.0Included in that are some examples. One of them is called the HandSample project.I opened that and tried launching and building (no errors) onto the Quest.Hands track, but only positionally (static hands with incorrect orientations). There is no joint movement or finger tracking. Is this how the project is supposed to run? I would guess not, as I'd like to use it to help with our development of true hand tracking. Any info would be much appreciated.Andrew
I am trying to get a list of leaderboard entries using the Oculus Online Subsystem. This is what my code looks like:{ ... IOnlineLeaderboardsPtr LB = IOnlineSubsystem::Get()->GetLeaderboardsInterface(); ReadObjectPtr = MakeShareable(new FOnlineLeaderboardRead()); ReadObjectPtr->LeaderboardName = "MY_TEST_LB_API_NAME"; ReadObjectPtr->ReadState = EOnlineAsyncTaskState::NotStarted; FOnlineLeaderboardReadRef ReadObjectRef = ReadObjectPtr.ToSharedRef(); const TArray<TSharedRef<const FUniqueNetId>> Players; LB->OnLeaderboardReadCompleteDelegates.AddRaw(this, &FMyClass::MyReceiveEntriesCallback); if (!LB->ReadLeaderboards(Players, ReadObjectRef)) { UE_LOG(LogTemp, Log, TEXT("Begin read Leaderboards failed")); } ...}void FMyClass::OnReceiveLeaderboardEntries(bool bSucceeded){ if (bSucceeded) { UE_LOG(LogTemp, Log, TEXT("LB Read succeeded")); } else { UE_LOG(LogTemp, Log, TEXT("LB Read F
So I have a save game Blueprint type I use for storing replay/ghost data. When I try to load it from disk using LoadGameFromSlot, there is a gigantic memory usage spike and the Quest crashes. I've been testing with save files that are just ~30kb in size, and our game doesn't come close to the Quest memory limit, so I don't know what's going on. This works fine on PC -- no notable jump in memory usage. Nothing helpful is printed in the logs other than warnings about high memory usage.It's worth noting that the save files have been uploaded and downloaded to file using an Amazon server. Since it works on PC, however, I think I can rule out some kind of data corruption related to this.
When I try building an unity app (eg: HandsInteractionTrainScene in the SampleFramework that comes with the unity integration) for the quest, when the app launches, I get black screen. In the adb logcat I see the following error:09-29 12:40:51.061 14952 14967 D Unity : Unable to load library '/data/app/com.umanitoba.hci.SampleHPUI-1/lib/arm/libOculusXRPlugin.so', native render plugin support disabled: java.lang.UnsatisfiedLinkError: dlopen failed: cannot locate symbol "__cxa_type_match" referenced by "/data/app/com.umanitoba.hci.SampleHPUI-1/lib/arm/libOculusXRPlugin.so"...09-29 12:40:51.064 14952 14967 E Unity : Unable to find OculusXRPlugin09-29 12:40:51.129 14952 14967 E Unity : DllNotFoundException: OculusXRPlugin09-29 12:40:51.129 14952 14967 E Unity : at (wrapper managed-to-native) Unity.XR.Oculus.OculusLoader.SetUserDefinedSettings(Unity.XR.Oculus.OculusLoader/UserDefinedSettings)09-29 12:40:51.129 14952 14967 E Unity&n
I can't see my hands in the Unity editor with the link.I am using Unity 2019.4.11f1 and the latest version of Oculus integration (v 20), and an Oculus app version 21. The weird thing is my friend has exactly the same hardware and software as mine, but it works just fine in his project. I really need to learn how to use hand tracking in the Unity editor for my work project, but I couldn't figure out how to solve this issue even after spending hours on this forum. Any advice/help will be greatly appreciated.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.