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Hello, I've been configuring Unity and a new project for the quest. I've noticed that if I don't Create a Store-compatible AndroidManifest.xml, the build loads and runs. However, once I create it, my build just hangs with the Unity loading default screen even though the build is successful. Removing it, allows my build to run on the Quest. Am I not supposed to generate an AndroidManifest.xml unless/until I deploy to the store? I am hoping this will help me solve my root problem with my project seemingly having no Antialiasing whatsoever, even though I have it configured correctly to 4x AA under Rendering for android in the appropriate quality setting.Thanks for your help!
I'm using Oculus Go controls (touchpad + trigger) in my WebXR molecular viewer at www.ibiblio.org/e-notes/webxr/mini.htm. To migrate from Go to Quest I'd like to know, what corresponds to "selectend event" and "xrSession.inputSources[0].gamepad.axes[0/1] on Quest?
Hi PLEASE HELP!!! Had this game for 4 days now, not go passes the setup screenyet !! I am stuck just purchase GHOST GIANT game for the Quest but it won’t load,I have seen someone else with same problem on some forum, I cannot get passed the calibration screen (1stscreen), I press a big red button first (in the game) to the left of screen that’sfine, I then have to line the eyes up that’s ok to,but it then says press menu button to pause on (it shows theOculus Home button on the left joystick) but all that does is takes you out ofthe game back to the Main Quest menu ? this is MAD ……. I think it has a bug !!!!!! RegardsPaul
Just trying to build from the command line:building in . X:\Program Files\ovr_sdk_mobile_1.37.0\bin\scripts\build\../../../gradlew assembleRelease --daemon -quiet --build-cache --configure-on-demand --parallel -Pshould_install
My current project is still on the legacy renderer. Should I be using the URP for performance?
If there is others research centers using Oculus Quest, how do you plan to act according to new facebook login rules?I feel like a in between Personal use and Oculus Business, neither fit well our use.We will continue to use Oculus Account as long as possible, but I'm curious to see different point of view on what will happen after january 2023.
Hello, this might be like a basic question but I can't find a risolutive answer. I need to capture HD footage of the project I'm developing for the Oculus Quest (I use Unity).I have seen the suite to capture mixed reality footage, but that's not the best way to show my project, I'd need just plain footage in HD.I guess it must be possible somehow because all games do that at some point.Thanks!
Hi All, We are developing a multiplayer application with Oculus avatar system and photon voice chat.When we enable photon voice chat, Oculus avatar lip sync is not working. But Lip sync is working when we disable Photon voice feature.Please Help us to solve this issue.Thanks in Advance.We are using the following version,Photon voice 2 version 2.5Unity version 2018.2.16 f1
Hello,I recently used this tutorial from Gabor to attempt to get around size limitations for apks by creating an asset bundle and turning it into an expansion file. My app is essentially an interactive video player, with a 3.65GB video, in a single scene. I removed the scene from the build list, turned it into an asset bundle obb and created a new scene that loads the asset bundle and starts the loaded scene, it works in loading the scene and the interface, except the video doesn't play. Using Unity 2018.3.6f1 and Oculus SDK 1.34.Any help would be greatly appreciated, thanks!
I think Application.Quit() on Android doesn't properly remove the app, which causes the app to crash next time you launch it. Use this instead:System.Diagnostics.Process.GetCurrentProcess().Kill();Just wanted to share since it's easy to overlook. Might be one of the reasons your app keeps stopping.
Hi, my oculus quest is one year old and is now having ongoing charging issues. The charge light shows orange yet the device charge percentage doesn't increase. I have rebooted the Oculus and experienced the same issue, unplugged the cable from the charger, then plugged it back in, and experienced the same issue. Unplugged and re plugged the cable from the Oculus, same issue. Because the charge light goes on and off by itself, indicating the charging sessions start and stop by themselves makes me believe it's a software issue and not hardware. The cable and pin connections appear to be in perfect condition. The device temperature does not seem to impact it's ability to charge. It has the same problem after I have played on it and when it is completely cold. I see many other comments on this forum from other new quest owners that are experiencing the same problem with no resolution feedback. I am disappointed and unsure what to do at this point. I considered
If using blueprints and attaching Oculus hands to character that is locally controlled, game acts as expected, client sees oculus hands. If you then join a server as a client and call the attachment as non-locally controlled (so that other clients can see your oculus hands) the server kernel panics and quits. Have attached blueprints as well. Any idea how to work around it?[2020.08.27-20.10.21:625][744]LogWindows: Error: === Critical error: ===[2020.08.27-20.10.21:626][744]LogWindows: Error:[2020.08.27-20.10.21:627][744]LogWindows: Error: Fatal error![2020.08.27-20.10.21:627][744]LogWindows: Error:[2020.08.27-20.10.21:627][744]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00000000[2020.08.27-20.10.21:628][744]LogWindows: Error:[2020.08.27-20.10.21:629][744]LogWindows: Error: [Callstack] 0x0000000000000000 UnknownFunction [][2020.08.27-20.10.21:629][744]LogWindows: Error: [Callstack] 0x00007fff342c7f01 UE4Editor-OculusInput.dll!OculusInput::FOculusHandTracking::Ge
From this doc page for "Using VR Compositor Layers" under the "Under Protected Content" section, it says that for Oculus Quest, in addition to selecting the "Protected Content" flag for OVR, we "must also render the OVROverlay layer as an External Surface and select Protected Content in Player Settings > Virtual Reality > Oculus."I'm using Unity version 2019.4.2f1 for Linux - I have the Oculus SDK and XR Plugin installed. I cannot find the "Protected Content" setting anywhere in Player Settings. Is this instruction still relevant? Is there anything else still required other than selecting the option on the OVROverlay script?
I want to use MRC tool to record Mixed Reality Video for my game , how to support MRC in Unity?
Using the Oculus Integration package in Unity, I'm trying to figure out how to grab a gun with TWO hands, where one hand grabs the barrel and the other grabs the handle. I want when I move the handle, the barrel hand stays attached, but the gun itself adjusts accordingly. I'm a bit new to vr / unity development, and I can't find a thing that supports "two handed" grips with the Oculus Integration package. Can anybody point me in the right direction?Thanks in advance.
I am somewhat involved in the Dr. Beef game ports (Quake, Quake 2, Half life, RTCW, Doom 3). I am trying to ascertain why it is not possible to switch on FFR, or rather it has no effect. For starters I have been setting the FFR level via ADB. I have been able to get this to work in Oculus home and other Apps (Unity etc) so know how to detect it (I use the highest setting). However in all of the ports there is no change at all. My understanding from reading the SDK documents is that this should just work. Is there something special in the rendering we need to enable for this to happen?
Hi,I've uploaded a build on the ALPHA channel and I want to test it on my dev account. I've added myself in the user group but haven't received any confirmation email so I can't test the build. Just in case I've tried deleting myself and readding but it didn't change anything. It's been 4 days now. Any idea?Thanks
Hello, everyone. Just begin develop app on the quest. Currently, I try to play the video as tutorial for my app on quest. In editor, it works like a charm, but in my built the render texture of video just only black no picture but the video's audio is playing. Is this a bug? Or I need some addition setting to get my video playing on Quest? If anyone know please help me. Thank you in advance.
I'm creating a multiplayer VR app for the Quest in Unity and want to include IAP such as the purchase of virtual currency, audio files, etc. Can I (and am I allowed to) use PlayFab for the IAP? I'm sorry if this is a bonehead question or if I'm posting this in the wrong place.
Good morning. I recently enabled "Development Mode" and now I my Quest in stuck in Development Mode despite factory resets, etc. I tried to factory reset with a dummy account and my Quest booted up without the Development Mode enabled, so I think it's just my account being stuck there. I have an "Organization" on here, but I did not intend to set one up, as I am not a Developer. I just want my account to be restored/reset without the Developer account enabled so I do not see Developer settings on my Quest. I contacted Oculus Support but they said it had to be done by the Developer team.
hello. The Oculus Touch Pad does not work in Unity since the last Oculus Update.When we are developing on the Unity platform, will not be able to enter values such as button clicks in addition to tracking on the touchPad.ex) OVRInput.GetUp (OVRInput.RawButton.A) ...What should I do?Thanks.
Hi,I'm trying to upload the alpha version of my application on the oculus build dashboard, but I keep getting this message from the test status result: "This app uses the speech API, which is not supported on this device.".I'm using Unity 2018.1.0f2 with all the oculus integration assets updated. I did some research and tried re-generating the AndroidManifest.xml with the tools->oculus feature, then added this line manually<uses-feature android:name="android.hardware.microphone" android:required="false" />inside the manifest template in Assets\Plugins\Android. After the build I inspected the apk and noticed that the merged manifest file has this permission listed:<uses-permission android:name="android.permission.RECORD_AUDIO" />which I guess could be the issue ... but I don't really know how to get rid of it, Unity seems to add it arbitrarily.If I push the app directly from Unity to the Oculus Go it works without any issue so I'm a bit confused, I'm pretty sure
I'm unable to package with the latest version. I went through the new setup for Android studio for 4.25. I read elsewhere someone fixed it by disabling the OculusVR plugin. I get the following errors:UATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:208: error: cannot find symbolUATHelper: Packaging (Android (ASTC)): import android.support.v4.app.NotificationManagerCompat;UATHelper: Packaging (Android (ASTC)): ^UATHelper: Packaging (Android (ASTC)): symbol: class NotificationManagerCompatUATHelper: Packaging (Android (ASTC)): location: package android.support.v4.appUATHelper: Packaging (Android (ASTC)): Z:\app\src\main\java\com\epicgames\ue4\GameActivity.java:209: error: package android.support.v4.content does not existUATHelper: Packaging (Android (ASTC)): import android.support.v4.content.Fi
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