Quest Development
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This is both a bug report and possibly a pointer to a relatively simple fix for what is quite an annoying problem. Hopefully the devs read this! My Quest: Quest 1, latest OS (25.0.0.77)My laptop: Manjaro Linux 20.2.1, kernel 5.10.18 What I'm trying to do: I have a WebXR app running on port 3000 on my laptop. I want to use adb reverse over WiFi to go to localhost:3000 in Oculus Browser and debug the app. What works:- connecting with adb and running "adb reverse tcp:3000 tcp:3000" over USB- connecting with adb over WiFi and using adb shell, etc, to interact with the device over WiFi What doesn't work:- running "adb reverse tcp:3000 tcp:3000" when the Quest is only connected over WiFi- running the command, even with USB transport explicitly specified, whenever I'm connected to the Quest over USB and WiFi simultaneously In both cases, the error I get is "more than one device/emulator" - but I believe this is not due to my setup, but rather a bug in the adb daemon o
V25 is terrible and I still don't have V26. Developers should be among the first to get new software updates. But the bigger problem is that the software update process is too slow. I understand (*) that phasing the distribution is important but it's truly awful right now. * I've written software entitlement/licensing/distribution systems for large downloads w/CDN integration.
I have no access to any multiplayer options or web based apps such as YouTube, even that Oculus recognizes my wi fi connection. I´ve restarted it, disconnected and reconnected to wi fi and nothing changes. Can anyone help?
Hi All,We are trying to submit quest app to oculus store through App lab concept as oculus announced last week. When we open the application with new quest app IDs(Which is got from oculus dashboard),Its not opening. Its hanging on loading. We are using oculus avatar with default 12 avatar IDs. Is there any problem with Oculus avatar while running as quest app lap application. Please let us know if we missed anything or help us to solve this issue.FYI - App working well with oculus GO app IDs.Version Details : Unity Version : 2020.1.12f1Oculus OVRPlugin Version : 1.52.1Oculus Integration : 20.1
I am trying to update my controller diagram to include the Quest 2. But the files provided by Oculus only include the .fbx for the Quest 2. Is there any where else I could find a line art image of these? Or is the diagram for the Quest 1 controllers sufficient?
I'm experiencing issues with Osig Generator.For a few days, I'm unable to generate Osig files for new test devices.I'm getting this generic facebook error: "Sorry, something went wrong.We're working on getting this fixed as soon as we can."I payed attempts on different computers, using Chrome and Firefox, making sure no ad bloquer or privacy plugin is active but it does change the results.What can I do?Many thanks in advance!
*UPDATE* I've isolated the issue to "Vertex Fogging For Opaque" (Forward Renderer), when this is enabled I get the issue, when it's disabled everything works great. Still not sure why... When using Oculus Link, when I unselect Instanced Stereo and just have Mobile Multi-View selected and Play in VR (to my Quest2) the right eye seems to be rendering the scene twice, split in the middle, right half black with objects, left half normal-ish with some objects removed. Images attached as links.When I Launch/build to my headset the images render fine to both eyes. And when I turn Instanced Stereo back on it also renders normally. https://ibb.co/GQyVLH3https://ibb.co/1nkJRMdUE 4.26.latest + UE Oculus GitHubBuild.release show same issuse
As stated on the title. Android Studio does not allow you to examine further the crash, since it will only stay active for a few seconds before closing the debug session forcefully. This started to happen ever since the headset (Quest 1) was updated to v.25 - also, old versions of the app (more than 3 months ago) show the behavior, so compilation issues can be safely discarded. Screenshot displaying the crash just a few seconds before Android Studio closes it:Any insights will be greatly appreciated.
i've been building a multi scene demo app in unity for the quest 2 and it was working fine before christmas but now its picked up a really odd bug that i cannot figure out. i have an intro scene with a video, then it loads the game scene which is a room with some ambient background sounds (a crowd of people talking). these are 2 unity audio source objects playing mp3s . if i have earphones plugged in, when the app starts everythings ok, the sound from the video is played through the earphones. but when the next scene loads, the sounds from the unity audio source objects are played through the quest 2 speakers, not through the earphones. i've tried a different set of earphones, same result and all other sounds on the quest 2 come through them when plugged in. the app is installed and running directly on the headset im not using the usb dev connection or link. i've tried adding the audio source with mp3 to the first scene and it comes through the earphones
Hi there everyone,Hopefully this hasn't been asked before - I tried looking and couldn't find any results matching up with this. Anybody get this error when trying to publish their app with the CLI tool? It used to work previously but sometime recently it stopped. Here is the command I run for the Quest app we're building and here is the error:Logs are written to: C:\Users\there\AppData\Local\Temp\oc_cli_3946139722077253_2021-02-07T21-19-23-281Z.logERROR: Unable to fetch inital upload config.I don't understand why it won't upload. If I try to upload via Unities Oculus Platform Tool with the same information plugged in it will upload successfully. Web works just as fine too. However, I've got a batch script that sends out multiple versions (Quest/Rift/etc.) so I'd rather be using that vs manually going through Unities defined way. Here is the command I use to upload:ovr-platform-util.exe upload-quest-build --app-id (ourid) --token (ourtoken) --apk (ourAPK) --channel alpha --notes "Stuff
Hi everyone,I'm trying to follow the mobile SDK guide but I'm having trouble building the samples. I'm not super familiar with Gradle and other Android shenanigans so I'm completely lost. I'm basically trying to follow the "Android Studio Basics" part but I'm never asked if I want to use the Gradle wrapper. ( Step 3 ). I tried to keep going but I'm almost immediately hit with a "Task 'wrapper' not found in project", which isn't surprising.I've tried to Google this and figure out what's going on but no luck so far. What am I missing?Thanks in advance for your help!EDIT: Using build.bat from VrCubeWorld_Framework\Projects\Android it works. My Android Studio / Gradle integration is still messed up though.EDIT 2: You probably shouldn't do that because it doesn't make much sense, but I copied and pasted the "gradle" folder from the root of the VR Samples folder inside VrCubeWorld_Framework\Projects\Android and now it works. ¯\_(ツ)_/¯
Hello,is it possible to create an Augmented reality application with Oculus Quest 2 ?I have read several articles that say that is no possible. So I just want confirmation, that is not possible in 2021.Thank youBest Regards
got vega graphic 7th gen built in to asus a320 mother board and it dont seem to work . did a self check and everything ok ,but the graphics thats need to be 3gb not the 2gb thats built in . there was no mention of this on your site or i would of got a board without graphics and a graphics card . please explain
I have trouble accessing (writing to) the internal storage /sdcard/Pictures/This has never been an issue with Quest 1, but just emerged with Q2.After installing the APK and running it, Quest 2 asks me to allow permission to access storage, which I confirm.I'm in Unity (settings below), and the logcat error I'm getting is:ADB LogcatError Unity UnauthorizedAccessException: Access to the path "/mnt/sdcard/Pictures/xxx.JPG" is denied.Error Unity at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x00000] in <00000000000000000000000000000000>:0 Any idea what the cause and fix might be?thx, volker
Is the mobile SDK 1.37.0 compatible with Android Studio 4.1?If I try to open any of the samples in VrSamples with this version, I get Graddle sync failes: Task 'wrapper' not found in project x.Downgrading to Andrid Studio 3.6 everything works fine.
I can't choose the Oculus Quest 2 option, it doesn't appear, I can only select Oculus Quest and Oculus Go / Gear VR. That could be happening? Any idea how to fix it?Unreal Engine 4.25.4
For Oculus Quest 2, I want to save game data, such as how far you have got on a level, high scores etc.Do you save these as a local file or using PlayerPrefs in Unity?What is the standard way to do this for Oculus Quest 2?
Hey Devs, I had built a small app for Rift and now trying to port it to Quest. When I switched platform to Android in the Editor, the library is rebuilding as there is a change in platform. The import time for skyboxes is taking hours and sometimes the editor is getting hanged.Can anyone shed some light here on importing skyboxes in Android platform?Btw I have been using Unity 2019.3.0f6
I'm developing a scene for the Quest using Unity 2019.1.5f1. I configured Unity for Oculus development using a tutorial by Valem:"How to make an OCULUS QUEST game" (I can't post links yet) When I push my build to the Quest, the process through okay with no errors. However, once the build actually pushes to the Quest, the game itself does not actually load. It gets caught in an endless loading loop, until it eventually crashes and prompts me to close the app or try to start it again. I've looked up solutions to this but have yet to find a true consensus. Does anyone have any ideas? Thanks.
Does Oculus have a clipboard of any kind? I know it's built on android so is it possible to access the android clipboard?
Hi, I have a test scene with an OVRPlayerController where I can rotate with the stick on the right controller and walk forwards and backwards with the stick on the left controller which works perfectly. Then I created an OVRPlayerController in a scene that I have copied from another project. The player seems to work fine, I can look around with the headset and rotate with the stick on the right controller. But the left stick doesn't move the player around. What is the best way to debug this?
In Unity using the Oculus Integration 23.0 - it is suggested in the docs that you should be able to grab and move the system keyboard that pops up. there doesn't seem to be anyway to do this - and it sits directly in front of your face meaning that any UI etc that you're filling in are obscured. Anybody know any way around this?
Hello! We have two projects and we want to make one that run other (not manually)So there is some API ? or how we can do it? thx :)
Hi,I have an oculus quest connected to a laptop using oculus link. Oculus home (and other native VR experiences) are working well. However, when I enter a simple WebXR demo (can't post links since I am a new user, will be happy to provide a simple demo once I am allowed to) the controllers are incorrectly detected as the oculus rift's controllers (the first version oculus touch) and not the quest's controllers. The target ray space is also incorrect (rotated 90 degrees on the Z axis, as it seems?), but I believe it is related to the same issue. The same behavior is reproducible with the oculus quest 2.For general information - i am using the latest public beta (25.0.0.57.658), using the OpenXR runtime on the latest stable chrome (88.0.4324.146). Entering and leaving WebXR works well and is not an issue. Rendering works well.Is anyone aware of this issue? can we expect it to be fixed in future releases?Thanks!
Hi,How can I prevent my game objects to pass each other in oculus development in unity?So it can feel like two separate game objects in the oculus environment. Thanks
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