General VR & MR Development
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Hey all!Our team is looking to gain access to the Oculus Quest, and I was wondering if there's anyone out there who has received Quest access and has any tips on how to best pass the submission process? Any advice would be great and much appreciated!Best,Giga
There are lots of references to Michael Abrash’s blog in Oculus technique blogs (it seems I cannot post links, so I cannot give examples here). However, it seems Valve has shut down his blog and they are no longer accessible. Those blogs are very good complimentary documents for Oculus blogs. Can you re-post those blogs somewhere else? Does anyone have copies of those articles?
Does anyoneknow why the headset Quest 2 Business is not available for Brazil ?Can someonehelp me how to buy it ?Thanks
Received CONTROLLER_SCAN_AND_PAIR Request2020-12-07T13:45:23.374Z:info926/802 RemoteServiceRemoteService::scanAndPairDevice(0, 10000)2020-12-07T13:45:23.374Z:debug926/802 libtrackerscanAndPairDevice - type 0 timeout 100002020-12-07T13:45:23.374Z:debug926/802 libtrackerControllerGlue:runInHeldMode(Management)2020-12-07T13:45:23.374Z:debug926/802 libtrackerControllerGlue: Setting current mode to Management2020-12-07T13:45:23.374Z:debug926/802 libtrackerControllerGlue: leave mode Disabled2020-12-07T13:45:23.374Z:debug926/802 libtrackerControllerGlue: Setting mode to Management2020-12-07T13:45:23.374Z:debug2836/721 vendor.oculus.hardware.sensors@1.0-serviceControllerProvider: Requested mode change to Management2020-12-07T13:45:23.375Z:info2836/721 vendor.oculus.hardware.sensors@1.0-serviceControllerProvider: Beginning transition Disabled->Management2020-12-07T13:45:23.417Z:info13587/721 SyncBossFW[info ] {MAIN}: SyncBoss: v2.4.1<br>[info ] {MAIN}: Board Tar
The name kind of explains what I'm looking for.I need to record 3d stereoscopic videos in 180-degree view. I have been using this camera rig so far http://www.izugar.com/shop/product/z2xl180/.I can stitch this fine and have a side by side video made, however, it is in 30FPS only allows 60FPS as 1080p which is very bad looking, to say the least. I need it to be 4K!From what I'm gathering most producers that achieve this have created custom rigs with high performing DSLR cameras etc.Does anyone know how I can achieve this Stereoscopic 180 degree 60 FPS 4K Camera Rig?ThanksMatt
I applied for a developer account over the weekend. Due to the holidays they were not approving accounts until after the 29th.I am not sure where to check the status of my account?
Hello, hope someone could help. I'm working on a Oculus Quest project where we need video files to be placed in an asset bundle which will be read from later. I've been following the "Tech Note: Expansion File with Unity" guide (you'll have to search this up as I'm unable to post links)I managed to build my asset bundles and unity is building them as obb files. I've transferred the apk and obb files over via adb. Currently I've hardcoded the bundle directory instead of using the suggested method of using the provided plugin; I wasn't sure where to place the java file and I was getting a java exception via logcat (presumably the app can't seem to execute the java file?). The Unity application loads fine; it's a scene with a ScrollRect that should get populated with the video file names that's stored in the asset bundle. However the issue is the ScrollRect doesn't get populated, and the I'm seeing an message via logcat: "unable to open archive file" and "Failed to load asset-bundle". The
When I open my library in the Oculus Client, it displays which games I have played recently. Where is this "recently played" information stored locally, and is this information accessible? I have checked the various .log and .json files, but can not find it. Is this something that is determined internally via the OVRLibrarian.exe?Thank you
I want to develop the Oculus Quest 2 app.(Stand-alone App Development of Apps)However, I would like to produce an app that can only be used with my Oculus Quest 2 equipment, not an open app on the store.Can I use the app I made myself without posting it on the store?Is it possible to use it in an app made with only Oculus Quest2 equipment, not PCVR?Please let me know if there is a way.
High Priority Issues by the Oculus Developer TeamCheckout the list of High Priority issues we’ve heard from developers over the past couple of years: https://developer.oculus.com/pain-pointsWe have incorporated goals for our team to work on these to improve the developer workflow. Please note that this list is subject to change! We very much welcome feedback on this list.New Roadmap by the Oculus Developer TeamCheck out the roadmap of features we're working on to improve the developer workflow: developer.oculus.com/roadmapPlease note that this roadmap is subject to change! We very much welcome feedback.
Hello, I need help with something. When I open the oculus developer hub on mac I cant click the continue button because it is off my screen, I have provided a screenshot so you can see the problem. I've tried changing the screen resolution, does anyone have any other solutions?
I usually tend to do my Unity or Unreal development on my Mac and in the past I was able to connect my Quest 1 to the mac for proper development and pushing builds to it. With the quest 2 I'm unable to get adb to work no matter what I try. I have done all the settings as far as developer mode, I have a developer account etc, however when I plug in the quest 2 I never see the enable usb debugging option like I do in windows.Things I have tried.uninstalled and reinstalled adb (android platform tools)installed lsusb (great command line tool to see connected usb devices). The quest 2 does show updisabled developer mode , rebooted the quest 2, enabled developer mode rebooted the quest 2.tried a different cableThings that workandroid file transfer tool allowed me to move files between the deviceAny thoughts?
I'm a beginner. When I create an app in oculus for developers I have to choose either quest or rift. This seems to suggest that apps are either quest or rift apps, but I want to enable crossplay in match making so that rift players can join the same session as quest players. Is crossplay matchmaking between rift and quest supported? How do you do it? I tried using the quest app id on rift (play vr preview in the unreal editor) but the entitlement check fails there while it succeeds when I deploy the game to my quest device.Will the session system allow two of my devices logged in with the same account to join the same session (e.g. distinguish by device-id / account-id pair) or do I have to go ahead and use test accounts in order to test multiplayer (yes testing multiplayer as a solo involves having two headsets on your head at once to keep them from going to sleep).
Hi, sorry for my langage, but I'm physiotherapiste in France.I wrote in an another category, but I think it's better here.I am looking for software for vestibular rehabilitation and vertigo for my job. I don't find it on the oculus store.To understand, you can search on youtube some videos about vestibular rehabilitation.Thanks a lot for helping me !
I have been asked to do take a project I'm working on in blender and generate a 360 stereoscopic rendering for a client. In the past I usually render at 11k or higher so then I can down res the video but I was wondering what the optimal settings should be for h264/265 side by side or up and down and what resolution I should be shooting for on the Quest 2 for 60 fps..Any Oculus docs on this yet?
As Oculus Start Member one of the benefits are 5 dedicated supports. How can you use one? What it covers? Who you contact to get support? Does some one have experience to share?
I want to be able to type Thai language. Please add Thai language to me.
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'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?
Hi ! While trying our app, I've seen that I can't stream our app on Facebook or other platform. I have a message like "The developer seams not have allow live stream" but when I check the settings for sharing the app, the live stream is enabled. Is it a features working only with application allow in the Oculus Store and not with "Unknown sources" ?The application is running on Oculus Quest.Capturing photos and vidéo and stream the app on Oculus app are working fine.
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
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.
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 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.
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