Developer Forum [Archived]
Recently active
The Quest guardian system has a limit. But I have a need go much farther. One method I have come up with is to create a matrix of guardians which the quest right now will store in it's history. It will even detect when you leave a guardian and enter the next. BUT not without popping up a dialog "change guardian" first. What I would like to do is to disable this dialog within my app. And also receive an event to which guardian it has selected. Once I have notification, I can record the previous known tracking position. Use that to offset into the NEW guardian space tracking position. This should seamlessly allow me to travel through all the guardians stored in the quest. Is there an api call now I can make?
I tried my game and its new email script before sending it to Oculus Store and it worked.Then I sent it to update my existing app and download it through Oculus Home to test it again, it crashed.Edit, crash is related to:smtpServer.Send(mail);I configure my app with "Internet connection not required" because it's not required to play, only to send an email.Any idea how to fix it?
I haven't seen any utility apps for quest. I'm curious if background apps are allowed that can overlay other apps. The use case I'm interested in is passing SMS messages from a phone to an overlay that allows reading and responding to messages through a nearby Android phone without removing the HMD. Or even just allowing a pop up showing caller ID information.
I wasn't really sure how to title this but for I am a new developer using Unity and the Oculus SDK and I am trying to figure how to make an object spawn and move when the player makes a fist and punches. However I cannot find anything on moving objects based on a hand motion. I keep trying to search different things but I am unable to find anything on the topic. Kind of like a force push kind of thing but the object will spawn when the motion happens and not already be in the scene. If anyone has any suggestions of things for me to look up I would really appreciate you pointing me in the right direction. I know I have seen this kind of thing in games before but I cannot find any information online about it so I am assuming that I am just not looking for the correct name of it.
I have an apk file that my team has been working on, it works and plays video fine on the standard Oculus Quest but the Business edition will not play the videos...I'm using the Unreal engine 4.25, the video files are .mp4 files and are queued to play when the app starts. When I sent the exact same .apk file to each headset, the Business edition will not play videos. Can someone help me find what I am doing wrong?
Apologies if this is a stupid question; I can't seem to find any official information about this!Essentially, is there anything that stops officially released Quest/Rift products from crossplay with other devices + platforms?Thanks :)
I have two questions about the player height:1. I have set my height (190cm) from the Oculus Configuration Utility and usually in Unity demos it shows a height of 1.797. That is the eye height? So 190cm minus ~10cm? Is the height from OCU being used in anywhere else?2. Even though the height value is right, the scale doesn't feel right. Floor/ground seems to always be little too close. After setting the height manually to little over 200cm it starts to feel like a right scale. Can this be fixed somehow so that both short and tall could enjoy the same experience? Although I feel like as a tall person, walking little lower below ground level doesn't feel as bad as a small person hovering too high above ground. :)
Hi all,for those looking for how to integrate hands in UE4 here is a little gift - free hand interaction framework + shooting range demo. All released under CC0 licence, which means you can use it in your projects without any restrictions.Video: https://www.youtube.com/watch?v=A4WoTd026Ws The key features are properly positioned and rotated hands with animations and 17 grab animations that can fit most objects, index and thumb finger interactions with objects, throwing objects, basic UI elements and teleport locomotion. The demo shows how to use these interactions, including multi object interaction, like reloading a gun or lighting up candle. More info on UE forums: https://forums.unrealengine.com/development-discussion/vr-ar-development/1381972-uvrf-handpresence-temple-for-rift-vive-free-shooting-rangeHopefully you'll find it useful, and if you have any feedback shoot here.
Hi,I try to use the hand tracking for Quest.I use the HandTest_Custom scene in the VR/Scenes from Oculus Integration 19.1It works well for detection of hands.I try to grab a cube with OVRGrabber and OVR Grabbable but it doesn't work.Here are screens for the left hand and the grabbable cube.Do you know how to do ?I tried to find a tutorial with this version but found nothing.Thanks a lot.Best.
Hi all Is it possible in unity, unreal, etc. to create an overlay app like the OVRMetric tool? I'm looking at VR accessibility - in particular simulating the different types of colour blindness for the apps we develop. Would be great to have one app to overlay/simulate the loss of some colours in the view to test our previous apps and to inform our UX choices moving forward. Can it be done with the current SDK? Any tips on a starting direction appreciated!Thanks
I want to use stand out for quest but i dont have a pc or computer for that. I have the quest. Is there any way i can somehow grt an apk file to download of the game to download/launch from the quest. And dose anyone have that game apk link if so post it and lmk if it will work cause its not on sidequest.
Hi,Is it somehow possible to use the Oculus Quest VR Keyboard in an Unity app for input?Then we could avoid to develop a custom one and the user get the same experience as in the Oculus UI.Thanks
I would like to develop for Quest and have a Quadro RTX 5000 GPU. What is the best way to test results?Thanks
Hello everyone! ?I'm putting together a GDD for a simple Roller Coaster game for the Oculus Rift/S and Oculus Quest and I don't know the first thing about the Snapdragon 835 or its capabilities.Will I be fine using the Forward Rendering that UE4 4.25.3 uses? Given that the Quest is pretty much powered by a proverbial spud I'm just wondering if it's advanced enough to take advantage of a performance boost gained by using Forward Rendering instead of the Deferred Rendering that the Unreal Engine uses by default?Many thanks in advance for any help! ?
Hi! Im trying to load a DLL in runtime in the Oculus Quest, but when I try that the app will crash. (In pc it works)here is the errors that Im getting from Logcat:
Hi, I'm trying to program an experiment in Oculus Quest, but I'm unable to get the controller inputs with OVRInput. This is my first time developing in Oculus Quest and I don't have a lot of experience with Unity, so pardon my long post. I'm using Unity 2018.4.26f1 and I imported the latest oculus integration in the asset store.And here's what I did:1. Added OVRCameraRig to the Hierarchy. The only other item in the Hierarchy is my Text GameObject (called 'Instructions').2. I wrote a test script (included below) to test OVRInput, and I was hoping that the GameObject would disappear when I press a button or pull a trigger on one of the controllers.3. The Text GameObject is defined in the Inspector public field and these are my OVRmanager settings:4. I followed the Build settings in the oculus documentation e.g., switch platform to Android, set texture compression as ASTC, and I chose Oculus Quest for the 'Run device' option. 5. In player settings, under XR settings,
I have created a Private Room with a maximum of four users, but when a third person attempts to join, it will load the level, but kicks the user because it says the server is full; however, all three users are showing up in the Rooms and Matchmaking Debugger. I was able to get three users to join on a separate app. Both apps are using the same plugin which performs the creation and joining of the session; so, I'm not sure what could be causing this.
Hello!I'm developing for Oculus Go and using Oculus Rift for quick testing on PC. But when I moved to unity 2020.1.3 with its XR Plug-in management I can't do it anymore. I have to connect Oculus Go headset (which I don't have now) instead of just putting on Rift and test it. Does anyone know how to fix this problem?Thank you!
The session result doesn't give much information - just number of players and max players and session name. Is there any way to tell how many of the players are spectators? Any way to pass other user information through from the server to clients finding matches?
This is an issue we've had occasionally with different games we're developing. All made with UE4. The game crashes but the music keeps playing. Even in the menu, when the headset is in standby mode and when you launch another game. Logcat is spammed with : 09-02 16:35:26.536 29785 29823 W System.err: java.lang.NullPointerException: Attempt to invoke virtual method 'int android.graphics.Bitmap.getWidth()' on a null object reference09-02 16:35:26.536 29785 29823 W System.err: at com.unity3d.player.FrameAnimation.b(Unknown Source)09-02 16:35:26.536 29785 29823 W System.err: at com.unity3d.player.FrameAnimation.run(Unknown Source)Can't find anything else related to this in the logs. Can post an adb bugreport if it helps.
Hi, I'm trying to find out what I need to do to pass the validator tests but all the links are broken (e.g. oculus.com/documentation/native/pc/dg-vrcvalidator/ is a 404 error).
Hello! Help me!version:2019.4.9f1Even if OVRCameraRig is added to the scene and built, the image cannot be seen 360 degrees and the image appears like a screen.No error occurs, you can look around 360 degrees as usual when you build by simply placing an object in a new scene.Please let me know if there are any changes to the settings that come to mind.Thank you.
I use windows SDK 1.43. I created may version of OculusRoomTiny (GL) app (done it as a separated solution) and added MSAA. It worked pretty good (smoothly and has no any twitches) until I have installed windows 10 2004 update. After that the app scene get twitching soo mutch when I am looking around. When I turned off MSAA it works not bad but worse then before 2004 update. What is the reason? The example under DX1 with MSAA works wery well bu i need for Open GL.The source code is attached.
I'm using Unity 2020.1 and not using the Oculus SDK, just the native unity integration (Oculus XR Plugin). I'm trying to set the tracking origin to be floor-based (eg: room scale). This code used to work on older devices, but it no longer does - logcat says the calling function (TrySetTrackingOriginMode) doesn't work.I was going to post a gist but I don't have permission with my account age, apparently. Here's a relevant snippet!```List<XRInputSubsystem> subsystems = new List<XRInputSubsystem>();SubsystemManager.GetInstances(subsystems);foreach (var subsystem in subsystems){ if (!subsystem.TrySetTrackingOriginMode(flags)) { Debug.Log("error?");```
I was wondering how one would go about taking a pixel buffer and rendering it out as a floating overlay in VR. This is for a native application.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.