Quest Development
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I started watching the unity tutorials and then decided to look into going native, and compared to the educational resources unity provides, oculus stuff feels very haphazard and not well maintained. Their setup guide is using android studio 2.x and 4.x is the latest version. and their sample app doesn't even work without doing some tweaks. It's apparently been broken for at least a few months and no one has bothered to fix the sample or mention the tweak. So I'm just wondering if there's a better place to go in terms of resources to help you get started developing any quest apps? I'm not entirely opposed to going with unity since then we'd have cross platform. But I'd like to at least give native development a try first. Also, are there better forums than these?Thanks
Hi all,I'm a newbie developer and currently work for a museum.I want to control a 360 degree video without using the controllers.I am using the "isuserpresent" function to play / pause / stop the video. Everything works fine in the runtime (oculus Link) but when I build it doesn't.Does anyone have any idea where the problem is ?I work with Unity 2019.4 + Bolt + Oculus integration 23.1
I've watched multiple tutorials on how to create a VR game and all of them have the character camera constraint controller on it with dynamic height toggle on. This dynamic height feature is really important to be able to duck under tables or crouch walk through a tunnel. I someone could help me that would be great!
Is this available for developers yet? None of our headsets are getting it and we need to test our game with it.
Is there any way to push an apk to the Quest without having it connected tothe PC? In the docs on https://developer.oculus.com/documentation/quest/latest/concepts/mobile-device-setup-quest/ it says: "Note that developers should swap the provided USB cable with a USB3cable."I assume they are talking about a USB Type-C to USB-A cable? (whichunfortunately I don't have access to right now)
I am a Computer Science major in my 3rd year and I am working on an assignment for a Computer Architecture course. Put simply, I am meant to discuss how a state-of-the-art product works with the Quest 2 as my specific product. While I am aware that the hardware is not open source, I need to get my hands on some sort of schematic or even just an overview of how the device is put together. I've gone through what is publicly available and haven't met the requirements of the project so I'm asking here at the suggestion of the support contact I spoke to previously.
Is there any way to connect the Quest to an Ad-Hoc network being broadcast by a Mac or PC?On my Mac, when I create an Ad-Hoc network by clicking "Create Network..." in the MacOS Wi-Fi menu, I am able to see this network on Quest 2, but for some reason I cannot join this network. On Quest 1, I am unable to see the Ad-Hoc network altogether.Has anyone had experience with this?
I'm developing in Unity for Quest and I've come across something disappointing and confusing. All I want to do is make sure when I load up a new scene that the headset resets its position and orientation to the place I've specified (so, you know, it doesn't put me outside of a scene, etc.). When you use move around physically, your play space position does not move with your headset. So these are two separate positions and orientations.Normally, if I was to move away from the play space origin and teleported somewhere to a place that loads the next scene, the headset is placed the same distance from where I place the origin in the next screen, making me appear in unintended places.I have tried using the code for resetting the camera position,UnityEngine.XR.InputTracking.Recenter();at the beginning of the scene. This works as intended when previewing on Rift, but it does nothing on my Quest. I have tried absolutely everything to even manually change the headset's transform and return it
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 XR Toolkit, for that re
I'm looking to build an application that maps your environment automatically using an external OAK-D camera attached to the headset.Has anyone managed to integrate something similar?Any help with integrating OpenCV with the Quest would be a huge help.
Hi!I have a question.. Today I have a Oculus rift, (the first gen) and I'm thinking about buying a Quest 2 instead.I have moved and cant play VR in my "office" so I have to move my pc to the livingroom just to play. So I think a Quest will be much better fit.But the thing is that I have bought all VR games in Steamstore.. Am I going to be able to play them with a Quest or do I have to rebuy every game from Oculus store..? (I dont want to move my pc every time I want to play..)Thanks!
I want to log and accessraw sensor data of the VR heatset when a 3rd party application is running. I know that these raw sensor data can be accessed from a unity application,which I have done so. But I want to access them when a 3rd party application(where I dont have access to the source code). Is it possible to do it?
So I have a Asus Rog Strix 2060 OC, 32gbs of ram, Intel I7 9700k and can not for the life of me get steam vr to not drop frames like crazy. I am using a link cable and transferring 2.6gbs per second out of a USB 3.0 Gen 2. I don't know what I am doing wrong or what is going on. Every Game I play just drops frames is super laggy, Gives me tons of motion sickness. Why am I having these problems? I have went through and turned Super Sampling off, I also turned all of the Steam VR stuff to high priority and Oculus stuff as well. I have been at this for 4 days now watching every video and reading every forum and still cant find an answer to why it is doing it.I am using a Quest 2
Hi. I am trying to get haptics working on my Oculus Quest and my unity app (unity 2018.3.6f, Oculus integration1.37). When I test it in editor in the rift S, it works great but when I run it on the quest it doesnt work. I get no errors and no haptic vibration.The line I am using isOVRInput.SetControllerVibration(160, 0.5f, OVRInput.Controller.RTouch);Has anyone got haptics working on quest for their apps?ThanksTim
Hello, I am currently developing a Unity Game for Oculus Quest. Game has been in development for about a year now but I am experiencing a new issue. In the left eye, its seems like some materials just get shifted and skewed suddenly, flashing in and out of place. Everything renders fine in my right eye. This only exists in one scene, everywhere else the game runs fine. When I first observed this issue, I was also experiencing poor framerate, so I figured they were related. I have now optimized the scene to have decent framerate (still more work to be done) but I am still experiencing this same glitching problem. Here is a video of the issue (sorry for the poor quality): https:// youtu. be/ 8VEjHfAopSs (Won't let me post links so just remove the spaces)Has anyone experienced this before? I'm hoping to find an answer towards what is happening and how to prevent it. I was expecting it to be tied to the framerate, but this issue seems to persist even as the framerate gets better.
Is it possible, that Oculus can release two DEMO-Projects, that include the recommended Project Settings for launching a game on the Quest2 for Mobile and PC?That would be highly appreciated.Thank you very much!
Hi EveryoneSince that Oculus Quest has available the Voice Commands feature for players( like Experimental way), I would to ask if this Voice recognition feature is ready for Oculus Developers. Thanks for your timeBest RegardsAlejandro Castan
Hello,I came recently to cybershoes integration with Quest. They use some device connected to headset.I am not able to find any info how to perform such an integration. I'd appreciate if someone can advise.Thanks
How do I set up my unity settings so I can test my games with the quest wirelessly in virtual desktop?Full title didn't fitI have been messing around with the learning tab in the unity hub and got to the virtual reality part, virtual escape room. I would like to be able to test the scenarios in VR wirelessly using virtual desktop but I can't seem to find how.Someone on the virtual reality discord told me to inject the unity.exe with virtual desktop but this still didn't allow me to get in to the scenario with my quest. My thoughts are that I need to set up some settings beforehand I don't know about before injecting it but your guess might be as good or better as mine at this point.If anyone has faced this issue before and knows how to fix this I would love to hear from you.Thanks in advance.
I am looking to remotely control a users direction on an Oculus quest and go project.To do so the game currently starts by looking at one point for few seconds , is there any way to control it by adb keyevent while some devices like mice and touchscreen is not available for quest and go.
Overall the Oculus integration (for Unity) is powerful and has a bunch of solid examples and so can be helpful and handy. The problem is the new xr integration setup in latest unity versions which is clunky, cumbersome and longwinded to use and partially incomplete and buggy.Due to that i (and many others) still use the old integration way with the builtin plugins and easily being able to toggle VR mode with a single toggle in player settings and it overall works much better with the old integration (camera setups and everything).Now the big issue: The latest addition in the Oculus Integration (in 23.1 i think), phase sync, can only be toggled on when one uses the new (still bad) xr plugin management setup as one can only toggle it in the UI for that. @Oculus: Please expose phase sync toggle in OVRManager inspector or add some other way to enable it in api call to OVRManager or similar and/or make it be toggled on by default. Thanks.
Curious if there is any voltage output available from the Quest 2.Also any tips on connecting to an accessory via usb to control - like arduino?TIA
Now they give us access to the camera. When will we have information about the possibility of accessing the camera / Passthrough?Anyone know the method with Unity / unreal or native sdk?
Hi there, I am currently developing a hand tracking application using the Quest and the Oculus Branch of UE4 with some custom code. I recently acquired a Surface Book 3 to help and, although it says the 1660 Ti in my SB3 is compatible with the Link, I cannot get it to work and make a connection. Side Quest works however, but I would love to be able to debug hand tracking directly in Unreal. I've attempted to also for the OculusServer_X64 to be forced to run on the dGPU, but no such luck. Is there any such hope for support for this in the near future? IE having Link work properly on a Surface Book 3? That would be exceptionally helpful for my development.Thanks! Dylan H
Hi.I'm investigating about porting a Unity 2019.2 VR game targeting Oculus Quest to Pico Neo 2.The game slightly relies on the Oculus SDK, doesn't use Oculus Touch input, and upgrading to a newer version of Unity is likely to be problematic.I'd like to know if people here have some insight or experience about this. I know that this is a Oculus and not a Pico forum, but if any other dev has already done this, it'd be great to discuss about what are the main caveats.I'm not worried about moving from one SDK to another, but I'm afraid there might be some major hardware or software incompatibility that would require a lot of changes in the game, especially concerning the graphics API. A lot of the game graphics features have been tailored to work on the Quest, so if things are too different on that aspect, that would imply a lot of work for our team.Thanks in advance, any help is appreciated!
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