Quest Development
Recently active
Hi, I am a developer working on VR app using Quest Link & Unity. I would like to submit my app to Oculus app Lab, but a open source library such as MIT license is included in my app. I wonder if the open source license must be submitted at the time of application submission. Ask for advice from many senior developers. Thanks,
I am implementing the Equirect OVR Overlay for rendering 360 video playback and I am noticing a visual issue that I need to fix. The issue is that the seamline for the OVROverlay Equirect Shape is producing a very noticeable black line that is not present when I play the video using a skybox/ inverted sphere. Because the seam is on the back, this line is only visible when turning around rotating 180 degrees on the Y axis. Below is a screenshot taken of the issue. This is in Unity and I am using AVPro for video playback, using the latest Oculus versions and unity 2020. I am able to successfully implement the Equirect Overlay and playback the video. I am doing this by getting a texture output of the video and sending that texture to the Overlay component. I am using a Quad Overlay layer for the UI menu and that Quad is working just fine. No matter what Overlay setting I try, this line is still present. Has anyone run into this issue before or have any insight on wha
I got my Quest yesterday and spent today reading and going through tutorials.I'm no Unity2019.1.8f1 and Oculus Integration 1.38.I use Unity since 2007, but i worked last on the N3DS and Unity5 so i just grabbed the newest non beta version.I'm asking because: 1) The builds take ages with all that shader variant compilations (Graphics settings says i got 74 variants, compiles a few thousand).2) I created multiple new project, following different tutorials, nothing really working ...Eventually my build got pushed and it starts, but it's 2d (like on a big screen/ the oculus TV thing) and it doesn't react to inputs or anything.I think i read that this is how non VR APKs are supposed to run...I remember that the log said the OVR stuff failed to initialize and i suspect it's because of that. (I gotta build and run again to see those messages again and that takes some time, sry)I plan to install Unity 2017.4 and see if that works better for me, but if someone has some advice that would be swel
We have an app currently available on the Store. We had initially opted out of multi user app sharing, but are interested in implementing it.I can't find any documentation about how this is expected to work. Mostly, I am interested in the following methods:https://developer.oculus.com/reference/platform/v25/o_v_r_requests_user_8h/#a2c6a612f691e1009621c21d17b48c8d3ovr_User_Get (ovrID userID)ovr_User_GetUserProof ( )Do they return the values of the "selected" user? Or of the admin user? If it's the "selected" user, I assume that IsUserEntitledToApplication() will be overidden?Similarly, what will happen with leaderboards? In the "learn more" section of the headset, it refers to unique leaderboards, but it also seems that it isn't the case when using some other apps that have already enabled this feature.It would be great if that was cleared up somewhere.
Hi everyone, Myself and one other person are developing an immersive music application for the Quest 2 using Unity and have run into an interesting problem. Currently we are building in Unity 2019.17.4 We have a canvas and set of sliders linked to EQ parameters on our master mixer (the idea is for people to be able to EQ the music within the environment). The problem we are running into is that when we test the application in play mode on PC we are able to hear the effects of the sliders and EQ. When the application is built as an apk and put on the Quest 2 you can barely hear any change in signal processing, almost as if it isn't working. This includes using the speakers built into the Quest 2 and when using headphones. I'm open to any suggestions if anyone has an idea of why it would not be working. Thanks everyone!
I can build and run my project in Quest 2 but it will get the error when trying to use Unity default quick preview. Are any settings I missed?
Greetings team, inquiring for some opinions about the use of an oculus quest 2 for enterprise application / productivity in a work from home setting.I'm tracking the oculus for business and that's not what im referring to. Moreso, taking your Quest 2 and using the current App Store apps such as Imersify to perform productive tasks such as word processing, team meetings, or even controlling your desktop just from home. Do you believe the current security settings for the headset could hold up for enterprise use? or the more expensive business option with security team subscription is the way to go. I personally use my headset to test the feasibility of the above actions and I really like the hand tracking and think this is the start of something really great given the pandemic
Never worked on mobile last three years focused on desktop only VR apps. Also abandoned both Unity and Unreal at that time.Now wanted to prototype a social exploration app for Quest, with just some geolocalized locations to be explored together with the possibility to interact by voice, and free locomotion.No score, no complex rooms, just VR exploration with some features and locations to be added later.Wanted to ask what engine might be more suitable for the goal, considering will be at the beginning just a prototype to be made with less possible usage of coding, easier possible development and deployment, good looking results, stable and integrated environment, future remote manegability, possibly to public test a beta without many troubles.
I am getting an APK not signed message on build upload to a consumer release channel on Oculus Dashboard, however it was working, details below.This is the output from apksignerVerifiesVerified using v1 scheme (JAR signing): falseVerified using v2 scheme (APK Signature Scheme v2): trueNumber of signers: 1I have no problem with Unity 2019.4.19 using the Standard Utilities Plugin and the previous Oculus Integration (not sure what it was but not 23.1)However, I am now using 2020.2.4, with XR Plugin Management 3.2.17, Oculus XR Plugin 1.7.0 and Oculus Integration 23.1The application builds and works on the Quest, but whether I build via Unity, export to Android Studio and build there or even export and force Android Studio to sign the application using Generate Signed Bundle/APK, I get the same error.I have tried a new Keystore, checked gradle files and a variety of other items.The build settings are pretty much the same as in 2020 to 2019, so I am at a loss. Any ideas?
We have an existing enterprise app that we are porting to Quest. The app is built using Unity and an OAuth service (Azure B2C) is used for authentication. Currently, we support multiple authentication flows, including using browser based authentication and reading QR codes using the built in camera on devices where typing is inconvenient, such as Microsoft HoloLens.I'm trying to find the recommended path for secure authentication for Oculus Quest.Thing's I've tried:browser authentication does not work since the Oculus browser does not appear to allow intent-filters to open applications as per Android default behaviour, see https://forums.oculusvr.com/developer/discussion/89646/feature-request-allow-appps-to-be-launched-via-intent-filters-from-oculus-browser#latest QR authentication does not work, since no QR reading framework is available on the device like it is on other platforms (HoloLens 2 and even Windows Mixed Reality headsets), and since the cameras are not directly ac
We have the oculus Quest 2 and the left controller character drifts. I have researched for a fixed in which it says to recalibrate the controller. I open the app and go to the controller tab and when I tap on the left controller it does NOT have the dots or a tab for recalibrating. I have looked everywhere. Is there something missing? The only excuse I can think of is that it is an android phone and not an I-phone . If this is the case there needs to be a fix. I have also unpaired, removed the batteries to which it is still drift bad. Any help out there?
For an experienced VR app developer with a high level of expertise in both Unreal and Unity, which platform is the better one for making an Oculus Quest 2 app? I am part of a team at the very beginning stages of developing a series of apps for the Oculus Quest 2. Our team is currently split between using Unity and C# vs Unreal and C++. What do you think?
I am working with a medical group at my university and they want a manipulated videostream (it will be tilted a few degrees) with the quest. I tried to work out a way with the "webcam"-class in unity (like this), but it does not work on the quest. Can anybody help me? I also heard on reddit, that it could be that the drivers were removed a few update ago (see here). I also found the post from a few months back with no answer (here). Is there a way to do this, like loading the driver with the unity app or something else?Thank you very much!
Hi,I have my app which is deployed in Quest from Unity 3D, when i opened the app in the quest near the guardian app is assume the center point will be where i am standing and its open the app according to that.But what i really want is, instead of detecting the center point from my position, it suppose to check the guardian place what i drew on my device (room scale guardian) from that its suppose to take the center and open the application. Is that possible from quest or any plugin using Unity3D? Regards,Sivamurugan
Hello! We've been testing performance of our build and uploaded it on the site as a 32bits build for quite a while.Uploading the 32 build would trigger a warning encouraging us to update to 64 bitsAs we are scheduled soon for QA, we've been checking our VRCs and realize that it is actually a requirement.We've packaged a 64bit build, but while testing, it seems some core functionality is missing: for example, players cannot interact with "clickable" objects, etc.We've researched similar issues and found this post, a couple months old > https://answers.unity.com/questions/1789631/how-to-keep-oculus-iap-working-in-build-when-expor.htmlThe OP mentions that on top of activating IL2CPP and Arm64 in the build settings, we also need to enable ARM64 support in Oculus/Platform/Edit Settings.However, for us, that final checkbox isn't present (see screenshot)What are we doing wrong?
Hello, I've been trying since several days to launch an apk natively into my QUEST 2, no matter what I try to solve this issue I always get the same error which is the title of the thread. anyone had this issue and succeed to resolve this ? thanks for your helpJ
I found as Admin I can share games with other FB/Oculus accounts.Awesome!However the added FB/O accounts are unable to share the games they bought.So as owner and admin my friend can play my games but I cant play his? WHY ?
Hello there, Prior the last unity sdk update, we were able to get the Oculus ID of the current user when we were testing devlopment builds in the headset (without pushing the build on the dashboard). Now I can still get user's informations, like his username, but the ID is always the same, and this is the one that you can find in the API section of the app : "Your application specific user ID for debugging and testing."How are we suppose to test features like Voice Chat if the real user ID is not exposed anymore ? Are we supposed to push a new build on the dashboard every time ? Or am I misunderstanding something ? Thank you,
Hi there,I would like to develope for the Oculus Quest 2. The item ist currently not available in germany but e.g. in france. Is it possible, to work with such a device and a german developer/facebook - account? greetings Ralf
Hello everyone.In our program, HLS 360video data is decoded using Android MediaCodec and rendered on the Unity.It uses MediaCodec to decode the H264 stream, but it looks very slow in Oculus Quest.And MediaCodec stops decoding after a short while.The following log was displayed in logcat.This content is output every time data is sent using MediaCodec's queueInputBuffer.#gpuaddr changes every time.2019-08-19 11:51:33.251 685-22216/? E/Adreno-C2D: <c2dgsl_unmap_user_mem:1124>: Invalid input (gpuaddr=0x2b1a000) error=0 2019-08-19 11:51:33.251 685-22216/? E/C2DColorConvert: c2dUnMapAddr failed: status 3 gpuaddr 02b1a0002019-08-19 11:51:33.251 685-22216/? E/C2DColorConvert: unmapping GPU address failed2019-08-19 11:51:33.251 685-22216/? E/OMX-VDEC-1080P: Failed color conversion 0After decoding for a few seconds, the log changes to the following.2019-08-19 11:51:36.036 685-22223/? W/Adreno-GSL: <gsl_ldd_control:549>: ioctl fd 13 code 0xc0200948 (IOCTL_KGSL_GPUOBJ_IMPORT) failed: e
Is anyone noticing that your app is not showing up in new Test User accounts? The apps DO show up in the Test User accounts if you make the Test User a developer in the organization, but NOT if you invite the Test User by email. This is true including for apps that have definitely worked for Test Users before. Oculus, are you aware of this as an issue?
Hii am developing a VR Game for oculus quest in unity 2019.2.15f1. To save computational power i started to move from realtime lighting to mixed lighting. If i build the game with realtime lighting or baked lighting or mixed lighting (subtractive) all works fine. If i change to shadowmask, i can bake and build without problems but when i start the game on the quest, i see the "made with unity" screen and a few moments later i just see a grey (or black) screen. But i can hear the game music. I am quite desperate and any help would be much appreciated. I never build a game for the oculus, please help. Let me know if you need more information.Thanks
I'm currently prototyping in UE4 (4.25 Oculus branch) for Quest 2. Navigating in the dark with a flashlight is a major part of the game concept but we've already hit a snag early in our prototyping phase.Dynamic spotlight works fine when previewed from the editor on PC, but as soon as the project is built and deployed on a Quest 2 the spotlight shines through walls. Is there some setting that I'm missing or is this simply a limitation by Unreal Engine on mobile hardware? I'm not expecting to get full dynamic shadowing on objects, but just not have our spotlights shine through solid thick walls.Here is a video of the issue at hand:https://www.youtube.com/watch?v=vHEmML87Mnw&ab_channel=Designbykivi In the video above, there are a mixture of static meshes and UE4 brushes, both that are set as static object and baked down. Regardless, the dynamic spotlight shines through them without blocking any light.
Ok, so yes, I've disabled notifications... However please could I request that we don't lose some absolutely precious footage on shutdown. One simple procedure to check before the minimum mh/h % settings. Auto stop recording would be helpful. Or does Facebook want us all to stream directly to their platform?
So the Quest overlay keyboard works but sometimes it will just not work in the sense that pressing the keys won't affect the input box selected and when this happens closing the keyboard I don't get focus back to the app (my controllers disappear) and the only way to get back is to go into the Oculus menu and click on the app again.Unity Version: 2019.4.15f1Oculus VR Plugin : 1.55Oculus Android version 2.38.6Any ideas?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.