General VR & MR Development
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I have recently released a game named MonteCube and it was approved for keys. I received no feedback on why this occurred for the content review. Please comment below if you would like to test out the game for free and give me feedback on your experience and things to improve on.Thanks
There's a problem on the main Oculus Quest 2 software. When a notebook is equipped with AMD Ryzen low level graphics GPU such as Radeon inside the main processor, and a secondary GPU like an Nvidia RTX, the system recognize only the first GPU and say that using original Oculus Link cable the bandwith are ok, but not the minimum spec for VR use. I've force all the .exe into Oculus software and in the Win 10 OS to use only the accelleration of the Nvidia GPU. Also forced to use the Oculus client only with Nvidia GPU into the Nvidia 3d Panel. Nothing it doesn't work also with a RTX3080. I need that the Oculus devoloper solve this problem, it cannot make the access to Oculus software by notebook. Also using Remote Virtual Desktop, is possible to use Steam VR wireless but not the main Oculus Software. The cable cost 100€, is a big problem 😔 having a cable and a performance GPU wich cannot be useful. Is possible to develop a new software the solve the compatibility with this hardware config
I hope I'm in the right place for this. Is there any word on providing a 3d model of the headset for us 3d printing enthusiasts to make our own customizable pieces for the Quest 2? We've got the controllers available to us now, which is wonderful, but I would really like to be able to create and print various clip on accessories, mounts, stands, protectors, etc. without having to pay for a model from a third party that may or may not actually be accurate!
There are app lab aggregators like:https://www.applabdb.com/https://vrsort.com/https://applab.games/ But when viewing from quest browser app lab link opens the store web page instead of launching the store app. Is there a way to launch store app from browser? Is there an intent for app page activity?
Upload new binary to the STORE channelWorking with Oculus + Unity is unpleasant, nothing works !! upload and deploy even worse !!unmotivating !!APK Signed with Android Debug CertificatePlease sign or rebuild your APK using a production certificate or verify your keystore build settings are correct.
Just curious if anyone else is doing mixed reality capture and have encountered problems with the latest update. I had to move and re-calibrate my camera (using the CameraTool.exe utility app). The marker detection portion works fine. But I can no longer tag the placement of the headset - it appears the buttons on the Touch controllers are not being recognized (neither X or A buttons do anything). When you look inside the headset, it also appears the CameraTool app is hanging up the Rift - and all you see is the generic app load screen with the words "Loading...."I realize very few people probably use the mixed reality features, but if so, I'd love to hear if it's working for you.
Every time I click the option to "Log In/Sign Up" in order to create an Oculus Developer account it simply refreshes the page saying "Check Out The New Developer Home Page". When I try to log in using my Facebook account it once again refreshes the page.I'm stuck in limbo here. I need to create a developer account in order to start an organization and install sidequest.
There is no drop-down list e.g. in the demo at developer.mozilla.org/en-US/docs/Web/HTML/Element/select. OculusBrowser 10.11.0.0.0.238890172
Right now on 12 March 2021 UTC+7The bug url access on https://developer.oculus.com/ on left panel is gone.I need to access through direct url here https://developer.oculus.com/bugs/Where does it go?Can I only access bug report through Developer Hub app or direct url only?
I rely on the weekly promotions in order to spread the word about our VR titles.It's been one of the main reasons we love developing for Oculus.It's simply the best way to generate interest in your titles and increase revenue.Usually I see an available promo every week.I have yet to see one since the end of December.Is everyone else experiencing the same issue?
My question is the title. What are the pros and cons? I'm aware URP should be slightly faster, but I'm concerned that many assets from the Asset Store wont work with it!
I'm trying to implement a simple leaderboard. I can write and read a value but I can't see how to pass an array to ReadLeaderboardInteger node in UE4 4.21. Is this really possible? The node only takes a Player Controller and a Stat Name as inputs. Additionally I can't see how to read the names in a leaderboard with blueprints. It seems like the UE4 leaderboard blueprints rely on ShowPlatformSpecificLeaderboardScreen to display all of this information, but that isn't supported on Oculus Go.From the documentation at https://developer.oculus.com/documentation/platform/latest/concepts/dg-cc-leaderboards/"Add the Read Leaderboard Integer node. There are 2 ways to query the leaderboard using this node. Pass an array of a single entry, the current user’s id, to retrieve the user’s rank on the leaderboard. Passing an empty array will return the top 100 players on the leaderboard."
Hello. After a very nasty hard drive failure I've had to reinstall Unity, but as a result no longer able to build previous Oculus Go projects, which were architectural demos. I've spent the last two weeks trying to fix the projects, create new ones and even tried my hand at making a Go app with Godot, which ended in a black screen and having to repeatedly press the home button to exit out of the app. I understand the Oculus Go has been retired by Oculus/Facebook in favour of the Quest, but is it even possible to make apps for the Go anymore with any engine? Cheers.
In the next month, the Oculus Developer Forums will be migrating to a new provider: Khoros! We are moving to Khoros to provide a more stable, connected, and streamlined experience. You can read more about this change here: https://forums.oculusvr.com/community/discussion/96183/oculus-forums-announcement-upcoming-platform-change#latestAlongside the new forums is our team's renewed focus on forum support! Our team will be increasing our presence on the new forums, and I will be introducing new members once we migrate fully over.
Hi, I began using the Avatar SDK and I'm sending OvrAvatarPackets accross the network.I noticed that this packet size is sometime reaching 340+ bytes... With the recommended 1200bytes per-packet limit how can, let's say a 4 players game, with others entities, fit into that limit (4*340=1300+)?What are the compression methods used (smallest three, etc...)?With a custom system, I managed to reduce a unique player packet size to 48bytes, should i use the built in avatar packet system or not?
hi y'alljust got my ver 25 update'quick question where do i dowload app lab from?
Hello, I have a question about installing add-on. I wonder if it is possible to install an add-on (patch) to the game downloaded from the Oculus store. Add-on would be downloaded from our site directly, not from oculus store. Is this possible or does the add-on have to be installed via the oculus store?
Hi, I published an app in the alpha channel and invited a test client. The test client got the invite mail and sees the app in her oculus account, but not on her Quest 1. There is no app in the section "Not installed". On my Quest 2 everything is working as expected.Is this a problem because my test client uses a Quest 1? Do I have to change something in the application?
Hello,Just a basic question regarding developing for Quest 2 and/or Rift S / CV1. Is the API fairly the same for all devices? I have the S and CV1 and was on the fence on buying the Quest 2. Are there specific mobile function calls used for the Quest series that are not available for the PC only devices? I would imagine there would be Quest only function calls and also functions that would not port over to the Quest from Rift Based applications that would need to be converted over to work. I am just trying to get a basic feel if maybe I should learn to program first with what devices I own before purchasing a Quest.Thanks in advance,Stefan
Hi, does anybody have this working? How did you install?Thanks.
I'm an old programmer with a new quest 2. Toto, I don't think we're in punch cards anymore. So I want to write a shell script or simple program for my quest 2. "Hello World" level. So where do I even begin?Goal: shell script on my headset to load some ADB commands. (And give Taylor Swift a call while making some tiramisu and caramel mocha latte while fixing climate change. Ok. Maybe not the last one so much.)Any guides/pointers/newbies here?Thanks!Oh! Hi Taylor ;-)
Hi Everyone,Now, we are starting to make our VR Health prototype ( we have a lot of work but we are very excited to do it !!)Our VR Game will be for people with disabilities for health problems (for example Parkinson, Stroke, etc), for that reason, we need to build it according to this pattern:walkinvrdriver.com/move-rotate-virtual-reality-disabledAbout this topic, I found out that primarily need to control the camera offset based on movements from the controller.Our goal is to build the same pattern amplifying the movements (up/down/ left/right) or bringing the place where the patient has to move through the controllers due to their poor mobility (for example, if the patient moves the VR controller 1 cm, the will move 10 cm in the game or bring the world towards him) to amplify the movements or move the around the Game Scene with that VR controllers without the patients has to move out of place.We will do it for Oculus Quest, and we are thinking of making it by OVRCameraRig, for that
I have been searching everywhere for a 3D model (for solidworks) of the oculus quest, but i can only find unofficial 3d models on sketchfab and other sites. Anyone know if Oculus put out the 3D models of their devices anywhere? Thanks alot!
I like many people have recently gotten a Quest 2 as well as a Link cable, on its own the Quest has the ability to record, stream and cast its content wirelessly. However due to potential unreliability's with wireless streaming or casting I was wondering if there is a way to connect the quest via the link cable to a pc in order to use the pc to stream/ cast game content (use it as a video source for software such as stream labs OBS) but maintain the standalone quest dash and library instead of the quest switching to using the pc oculus app because of games that have been purchased on the quest and are not cross play compatible. If this is possible how would i achive this, If it is not possible who else would like to see this or sees the benefit of this feature.
Hello. Oculus Quest Bulid Testing.Unity Version 2019.3.9fLTSOculus SDK newest versionBulid il2cpp ..Build in the above environment, but this problem occurs in the Oculus Sample scene.What is the solution?02-02 15:00:23.591 11081 11095 I Unity : SystemInfo CPU = ARM64 FP ASIMD AES, Cores = 3, Memory = 3805mb02-02 15:00:23.591 11081 11095 I Unity : SystemInfo ARM big.LITTLE configuration: 3 big (mask: 0xe0), 0 little (mask: 0x0)02-02 15:00:23.591 11081 11095 I Unity : XR UsableCoreMask: 0xe002-02 15:00:23.592 11081 11095 I Unity : ApplicationInfo com.DefaultCompany.Oculus_Haptics_Test version 0.1 build 13f3823a-2225-4b5f-9918-138ae83092ef02-02 15:00:23.592 11081 11095 I Unity : Built from '2019.4/staging' branch, Version '2019.4.9f1 (50fe8a171dd9)', Build type 'Release', Scripting Backend 'il2cpp', CPU 'arm64-v8a', Stripping 'Enabled'02-02 15:00:23.737 11081 11095 E Unity : Unable to find libAudioPluginOculusSpa
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