Quest Development
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Hi there,does anybody know, where on my headset the tracked position is which I get in Unity3D? Is it right in the center or the front of the HMD?What I want to do: I want to attach a Vive Tracker to the headset and I want to know the offset of my attached position to the tracked position of my HMD to get the trackers position as correct as possible.I hope I could make myself clear and are happy to hear some answers.
i`m making a game in Unity and when i run my game in quest,the internet connect reported error.then i google it and tried to add "android:usesCleartextTraffic="true"" in AndroidManifest.xml and changed Android API to 8.0, but doesn`t work
My Oculus Quest 2 home page does not load. It state that "something went wrong - Try Again". This is after support told me to do a factory reset. I can log into my account in through facebook on multiple devices and see all of my information and games I purchased, but not of this information comes up in the headset because the home page does NOT load. The head set is paired and my profile name and information come up in the headset, but home page does not load so there are not options to view or play.
Hello,I'm encountering a bit of an issue in my development where the Z position of the headset increases and decreases based on the pitch of the HMD. This tells me that the tracking origin for the HMD is not located at the pivot point of my head, but elsewhere. Does anyone have a specific set of physical coordinates relative to the HMD for the origin point of the tracking system?
Oculus Link is here! Since there's little information available so far, here's a quick guide.Set UpThe cables that ship with the Oculus Quest don't work (even though the set up in Oculus Desktop shows that), you will need a good USB 3 to USB C cable.Oculus Desktop app, Library > Update > download update (v1.43)Restart app, update app, connect Quest, update QuestOculus Desktop App > Settings > General > enable Unknown SourcesIn your Quest, enable Oculus Link by plugging it in or enabling in your settingsIn Oculus Link, connect to your Unity project using Add Desktop Panel (+ icon)You should be able to run your scene in your headset once you press playYou don't need to modify your Quest project to work right away with Oculus Link.Should work with all versions of Unity listed by Oculus.Works with Oculus Integrations 1.41 - Doesn't work with 1.38Other notesMy controllers were in 3dof and invisible when I entered Oculus Link, restarting my quest/computer fixed thatThe hands w
It says you need to submit a design plan to get your game on Oculus. This makes me think I should just publish on SteamVR first, and then use this as evidence that the game is good to get on the Oculus platform. Is this a good way to do it?
Hey, just got an Oculus Quest 2 for Christmas and already have ideas spinning around in my head. I'm a C# .net dev and I've played with Unity a bit so I expect I will be able to get my head around that part, but my question is hardware oriented since it's sort of out of my software oriented wheelhouse, is controller and sensor input. Can additional controllers and sensors be purchased or otherwise to the Quest? Specifically I'm interested in things like bracelets that detect motion instead of the controllers, or maybe different controllers, or other devices that have controls on them. Even components that could be added to things to create custom devices.If they do exist can multiple inputs be added and used at once?
Is it possible to attach Visual Studio to a running Quest 2 game? Similar to how you debug an XBox or Playstation console?
Hi,I have a client that requested we ensure the Bluetooth is switched off on-site.Would the Quest controllers be still trackable/operable and how do you disable Bluetooth in the headset?Thank you,Nimrod
Is there a way to get early access to hand tracking for Quest?
I am having problems getting RenderDoc for Oculus to work.Using ODH, I downloaded and installed RenderDoc for Oculus v23.1(forked from v1.11).When I switch the Replay Context to "Oculus Quest 2 Profiling Mode" it installs the packages:com.oculus.rederdoccmd.artm64 com.oculus.rederdoccmd.artm32 In the logs it seems to grant permissions:01-04 09:38:45.432: V/GrantPermissionsActivity(8583): Permission grant result requestId=3382198378034757955 callingUid=10159 callingPackage=com.oculus.renderdoccmd.arm64 permission=android.permission.WRITE_EXTERNAL_STORAGE isImplicit=false result=5Renderdoc lists "Remote Server Ready" in lower left status.I can select from the installed packages on the "Launch Application" tab.When trying to launch, I get01-04 09:48:10.073: A/DEBUG(10876): #02 pc 000000000040c1ec /data/app/com.oculus.renderdoccmd.arm64-1Xw1ET_itjwA9Dp37MAtpA==/lib/arm64/libVkLayer_GLES_RenderDoc.so (WrappedOpenGL::glDeleteBuffers(int, unsigned int
I am having problems getting RenderDoc for Oculus to work.I am using the Oculus build of UnrealEngine 4.25.4 and Vulkan.Using ODH, I downloaded and installed RenderDoc for Oculus v23.1(forked from v1.11).When I switch the Replay Context to "Oculus Quest 2 Profiling Mode" it installs com.oculus.rederdoccmd.artm64 com.oculus.rederdoccmd.artm32 Renderdoc lists "Remote Server Ready"In the logs it see,s to grant permissions:01-04 09:38:45.432: V/GrantPermissionsActivity(8583): Permission grant result requestId=3382198378034757955 callingUid=10159 callingPackage=com.oculus.renderdoccmd.arm64 permission=android.permission.WRITE_EXTERNAL_STORAGE isImplicit=false result=5When trying to launch, I get a crash:01-04 09:56:05.335: A/libc(3517): Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x10 in tid 3517 (MainThread-UE4), pid 3517 (MainThread-UE4)01-04 09:56:05.353: I/crash_dump64(3586): obtaining output fd from tombstoned, type: kDebuggerdTombstone01-04 09:56:05.353:
With the recent changes pushing for Facebook accounts to be linked to Oculus accounts, and the social features like leaderboards now requiring the accounts to be linked, testing these features in our game now requires me to make multiple Facebook accounts.Given that for the last few years Facebook has been quite aggressive in chasing down 'fake' accounts, and especially the recent issues with people linking accounts getting their accounts banned and their Quests blocked, is there some 'safe' or approved way to go about this?Thanks!Darren
I don't know if this is a forum where Oculus inside team checks, but I'll report this here once anyway, no other place to say this aI mean the Oculus Browser. Not talking about the Quest 2 native apps.If I check the "AudioContext.baseLatency" value in Quest 2's Oculus Browser, it reports 10X latency of Quest 1's Oculus Browser.Quest 1 reports 0.004. Quest 2 reports around 0.045, but I suspect it's around 0.2Also in reality, it results in a noticeably late sound effect playback. Impossible to use for any user reaction sound effects (like musical instrument simulators) I don't understand how this could happen in a superior hardware. Can something be done about this?
As a bit of an Android n00b I've been having some problems compiling the samples which I have not much idea how to fix. I've followed the documentation step by step (I think).First, gradle sync does not work, following the documentation for compiling the samples. It says to get the latest gradle version, which is 5.1.1 and does not have "leftShift" function for "<<" operator. It seems doLast {} is needed instead and I've had some success both with forcing gradle 4.10 and with modifying the gradle files to work with 5.1.1. So far so good ...... except gradle sync never finished. It just spins doing nothing after a while. At this point Android Studio thinks there's a project and I can build it and it compiles code and stuff. However, there is no Configuration in the dropdown. It just says "Add Configuration". The docs expect there to be an Android configuration here but none appears. "Add Configuration" seems to be unhelpf
Hi, every Oculus Developers,I want to introduce my API.You can use Tablet PC in Virtual Space as in Real Space.You can Dragging / Drawing / Writing / Typing using Fingers or Stylus pen as Real Tablet PC.More Specifically, When typing fingers are concentrated in a narrow areaTo hit Adjacent keys in succession, the probability of mutual occlusions between fingers increases.So, it it easy to MISS TYPING.Therefore, ZOOMING IN KEYBOARD , can be actuated when fingers are concentrated in a narrow area, is applied.https://youtu.be/QkNxEIWr3QUHave a good health!
I'm trying to sort out some tricky physics issues and need to do trial and error. I'm on Unity 2019.2 and deploying to the Oculus Quest via Build and Run, which takes quite a while to build and test for each iteration. I'd like to see the preview when clicking "play" but on the Quest. There's a possible way to do it with Oculus Link, but I think it could work with Virtual Desktop streamer over wireless. If you google "virtual desktop unity script" you'll see something that once worked but it's no longer in the asset store (4 years old). Is there an updated version of this or some other method that works wirelessly?
Hi! In the Oculus Quest is it possible to use native Android Text-to-speech? I've done some test and it does not seem to work.
////////////////////////// Right Thumbstick //////////////////////////////// Vector2 secondaryThumbstick2dvalue; InputFeatureUsage<Vector2> secondaryThumbstick2dVector = CommonUsages.primary2DAxis; if (rightController.TryGetFeatureValue(secondaryThumbstick2dVector, out secondaryThumbstick2dvalue)) { if (secondaryThumbstick2dvalue != Vector2.zero) { rightThumbstickValues = secondaryThumbstick2dvalue; GameMgr.inst.SetSecondaryStickDirection(rightThumbstickValues); rightControllerAnimate.SetStickRotation(rightThumbstickValues); }
Good day,I was looking under the music category for a game where you could learn how to play the drums by a simon says method of lights lighting up the right drum or symbol, using a practice room and then the final level is playing on a "real stage" for a band of your choice, say AC/DC or Sade. But you would see the band in front of you, the crowd behind the flashing lights and basically feel you are really on stage with the band, having to play that instrument correctly for their set.Even if you just created a game where I could select an instrument off the shelf and like the $15.00 toy violin with batteries, strum it or touch the wand to the wires to play the correct note every time, make it feel I'm actually playing correctly by just strumming, but with high fidelity sound vs. a toy. Somebody think this has legs and want to give it a go? Just make sure to add me to the Alpha :smile:
The quest 2 has not arrived yet and I should have set up my Dev account when I got it.I was planning to make a game with Unreal but now I've heard that if I don't verify my account soon I will be locked out.How do I verify my account?
Hi guys, sorry for the long text but I feel that it's easier if you know my background or the lack of it.I'm a neuropsychologist trying to build alone a 'simple' home to test a possible intervention in VR for patients with traumatic brain injury. I recently got the Oculus Quest 2 because the wireless feature it's the best to use in a hospital setting. I have zero formation in computer science or programming knowledge. However, I learned a lot with all the available tutorials online about the UE blueprint system and I managed to do almost everything that I want. What I'm trying to achieve: I have 4 square rooms (kitchen/dining/bedroom and a living room) and each one of them has ONE movable light (Points light) linked to a light switch that can be turned on/off. I did this so the patient has to work with some type of energy cost, each room has a different cost being turned on (ex living room cost 1 per second, while the kitchen cost is 2).In the session, the
Hello,In previous versions of Android (7 specifically) on the Oculus Quest I was able to tell Android to open an apps detailed settings so we could request the user to enable microphone permissions if they had previous denied them and chosen (don't ask again).Here is the code that was working:using (var unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) using (AndroidJavaObject currentActivityObject = unityClass.GetStatic<AndroidJavaObject>("currentActivity")) { string packageName = currentActivityObject.Call<string>("getPackageName"); using (var uriClass = new AndroidJavaClass("android.net.Uri")) &nbs
Hello,In previous versions of Android (7 specifically) on the Oculus Quest I was able to tell Android to open an apps detailed settings so we could request the user to enable microphone permissions if they had previous denied them and chosen (don't ask again).This is using Unity 2020.1.11f1.Here is the code that was working:using (var unityClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer")) using (AndroidJavaObject currentActivityObject = unityClass.GetStatic<AndroidJavaObject>("currentActivity")) { string packageName = currentActivityObject.Call<string>("getPackageName"); using (var uriClass = new AndroidJavaClass("android.ne
with the app, i making, it loads up, and then pulls down any new assets that it needs from a server, but if i take off the headset off, it stops downloading these.how do i fix this
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