Quest Development
Recently active
The title says it all. Attempting to use Unity with Oculus Quest 2. After a seemingly successful install on 2019 LTS, and double-checking on Hub that the android components are installed, attempting to run adb.exe from command line fails as not found. Checking the path and environment variables, nothing is correctly set. Setting ONLY the path works fine (the android tools are in fact correctly installed by Unity) but then ADB needs the ADB_VENDOR_KEYS and possibly the ANDROID_SERIAL, neither of which were ever set. The Oculus instructions tell me to only install Android Studio if I am on Unity 2018, which I am not, so I worry that doing so will create two, parallel installs of ADB and confusion will ensue. What is the vendor key? I think I know my oculus quest 2's serial.
I'm developing a simple game with oculus quest.i imported a avatar and matched each head, hands between avatar and oculus quest.but there is a problem that when i shake my head left and right, the avatar turns body following the headset.i wanna make it only avatar neck following headsetand i wanna turn the body via right stick controllerthankyou
Im using Unity 2019.3.0f6, Oculus Integration 13.0 and my Quest is on version 13.0.0.My problem is, when I build my scene to my Quest, the hands aren't showing, but I can still do the system gesture to close the program. I also tried the Traintestscene and the popup to enable hand tracking stays active even when I start the app with hands.Setup:SceneOVRCameraRigHands ManagerSettings: I also tried to create Oculus store-compatible manifest but still, no hands showing:<uses-feature android:name="oculus.software.handtracking" android:required="true" /><uses-permission android:name="oculus.permission.handtracking" />When debugging with Oculus Link, I found out that the variable IsTracked stays false. But the weird thing is, that I still can apply the Home gesture in game.I find this very weird because I already did 2 other Oculus Handtracking Projects, and had no problems but since a week, I cant set up a new Handtracking project.
Dear Oculus forum,I am trying to run a Compute shader (a simulation that I have) in Oculus Quest 1.It works fine in Unity Editor and also in Oculus Link mode via editor. But when I build to the device it is all black.I have tried variety of Unity versions, with and without vulkan API, with the new XR management (not sure if impacts). Any idea what is going on?Are compute shaders supported within Quest? quest has an Adreno GPU?Is there anyway to debug on what is going on? I tried with logcat . (Log attached) The only thing I could infer from that is this. I am not even sure if it is an error.
Hi,it's months now I am working on some graphic engine vulkan based that I am developing/testing "in parallel" between PC and Quest ( they share a very common codebase ).Recently, I started working with Compute Shaders but apparently I hit a weird obstacle,even "extremely basic stuff" that works perfectly on a PC it would appear can't make it work on Quest, any time - no matter what - I try to create a Compute Pipeline calling something like :result = vkCreateComputePipelines(DeviceParams.device, VK_NULL_HANDLE, 1, &computePipelineCreateInfo, nullptr, the_pipeline);I always get a thing like :Signal = SIGSEGV ( signal SIGSEVG : invalid address ( fault address 0x3df8e9be534709) ) Besides that "fault address" seems to be always the same.Unfortunately there's NO Vulkan sample about "compute shader use" in the Quest SDK, I tried to "use a reference" the QualComm Adreno SDK but "it's not really made for quest". However even trying to put into my stuff their "extremely simple" comp
I have an app developed in Unity3D that loads a 360 video from the "sdcard/Movies" folder. It is running fine on my Quest 1 but I can't get the permissions set correctly on my Quest 2.If I use "adb shell dumpsys package <package_name>" to check for the permissions it is listed as"android.permission.READ_EXTERNAL_STORAGE: restricted=true"Then I try to use the ADB command to change it"adb shell pm grant <package_name> android.permission.READ_EXTERNAL_STORAGE"But this doesn't change the restricted setting to granted=true as I would expect.I have also included the "<uses-permission android:name="android.permission.READ_EXTERNAL_STORAGE"/>" in the Android manifest file.Is there something that I'm missing?Any help is apreciated.Eskild.
Hello. I have my Oculus Quest 2 linked to a PC in my family room. There I use Virtual Desktop to play purchased games wirelessly. I would like to also link my Quest 2 to my other PC that has Unreal Engine on it. Can I link the Quest 2 to both computers without issues?
I'm trying to communicate with a Wireless Dongle plugged in to the USB C port on the Quest 2. I have no problem doing so on the Quest 1. The Quest 2 does not seem to recognize the device at all. It does not show up using lsusb from adb. There is no beep, confirmation sound like Quest 1 when plugging it in. No permissions window pops up. My manifest is set to use the android.hardware.usb.host feature but UsbManager.getDeviceList() is returning nothing. Is the USB Host API locked down on Quest 2? How do I enable USB Host? Thanks
I'd like to be able to interact with UI elements and 3D objects together in the same scene. I have the OVRRaycaster on my canvas, and OVRPhysicsRaycaster on the OVRCameraRig. Both work correctly by themselves, but the Physics Raycaster will still hit an object even if there is a canvas in front of it. I've played around with the blocking objects, blocking masks, and other settings. I've tried EventSystem.current.IsPointerOverGameObject() but it didn't seem to do anything. And I've tried to tweak the OVRPhysicsRaycaster script to no avail.From what I've read, the Physics Raycaster doesn't detect any graphic elements, so potentially Graphic Raycasts should be done first, and if nothing is hit, then call Physics Raycaster? Does the Oculus SDK have a solution for this or am I better off writing my own system?
I've been using and developing on my Quest 2 since I received it in October. Never had a problem. Today I decided to try Oculus Developer Hub, mainly to ease installation of OVR Metrics (which, note, I have not actually done yet).But as soon as I plugged in my device while ODH was running, the screen in the headset went black. I've rebooted several times (by holding the power button, using adb restart, or using the Restart button in ODH), and it starts to boot normally — I see the Oculus logo — and then it goes completely black again. No amount of waiting brings it to life.Disconnecting ODH and using adb logcat, I see it is stuck in a cycle of:10-22 17:39:27.637 15271 15362 I [OAO] ShellOverlayApp: BlockingLaunch: Awaiting User Identity.10-22 17:39:28.135 15271 15362 I chatty : uid=10020 com.oculus.vrshell:Overlay identical 49 lines10-22 17:39:28.145 15271 15362 I [OAO] ShellOverlayApp: BlockingLaunch: Awaiting User Identity.10-22 17:39:28.148 865 6719 I [CT
Hi,I had a look at the various documentations/tools available in the SDK.But it does not appear there's anything that could allow a "GPU capture" where you can see the state of the calls/graphic buffers/etc. in Vulkan.I also tried to run the Qualcomm SnapDragon profiler but it seems to really don't work with Vulkan on Quest.Any future planned tool ? And/or do you know why the SnapDragon profiler does not work ?I have "a theory" about it, I suspect it's due the fact it's someway using the "debugger" but probably has no way to add an "exception" for that "illegal function call" used by Quest to deal with some stuff ?It's just a theory, because "it quits immediately the app" as soon as it's launched.Cheers.
Hello everyone,I developed an application using Unity and now I want to run this application on Oculus Quest in Kiosk Mode. As the device is quite new, I didn't find any threads for this problem. However, I saw these discussions which provide the solution for Oculus Go.https://forums.oculusvr.com/community/discussion/65074/oculus-go-kiosk-mode/p1. I downloaded the application and ran it but it didn't detect Oculus Quest. I think this solution is dedicated for Go by now. @undef_dev Will you extend the functionalities for Quest ?https://forums.oculusvr.com/developer/discussion/66953/solution-for-kiosk-mode-on-oculus-go/p1 I tried the first part : "Make your app start at boot" and it doesn't work, I don't know the instruction is outdated or it work only for Go and I don't have a Go to test.Has anyone run into the same problem ?Thank you.
Been working with the PC SDK for some time and now experimenting with some native development for Quest in Android Studio using the Mobile SDK and vrApi. One thing that seems to have me baffled is that vrapi_GetPredictedTracking2 always seems to use the position of the headset at start up as the origin and I'm finding no what to alter that (re-center is depreciated). In the PC SDK is do a re-center at start up and get my view matrices relative to the floor height/position? Is the intent of the mobile SDK to always track via the initialized position and provide a "camera" matrix to multiply through the view matrix returned? Maybe there's something I haven't discovered in the vrApi callls yet but nothing I've tried seems to have any affect...?
Hi,"here we are again", after much time I am back to ( try to ) develop on the Oculus Quest.So I spent the whole afternoon downloading / installing / following to a T all the instructions at :https://developer.oculus.com/documentation/quest/latest/concepts/book-native/?_fb_noscript=1And blah blah and ALL the instructions about how to download/setup/configure the whole world ...RESULTS :- when I try to open ( or import a project ) gradle starts "synching" and seems to remain stuck forever then you see this error message :17:15 Gradle sync started with single-variant sync17:15 Project setup started17:15 Gradle sync failed: Illegal char <:> at index 23: F:/ovr_sdk_mobile_new/F:-VrCubeWorld_NativeActivity.iml (7 s 813 ms)17:15 NDK Resolution Outcome: Project settings: Gradle model version=5.4.1, NDK version is UNKNOWN17:15 Source generation ended in 140 msDespite in the "Project Structure" all t
I am considering buying several Quest2 headsets, which will be shared by multiple students to develop and test apps. Is this possible to do with only Test User accounts? Can a brand new headset be setup with a Test User for developer purposes, without ever having logged into the headset with any Facebook account?
Hi there!Does anyone know if usb perifferal development is possible with the oculus quest? (Usb devices which can interact with the quest in applications) I know it's based on android and usb OTG showed the working of usb audio and storage.I'm super curious as the usb port would offer a great medium to add control that doesnt involve bluetooth to make perifferals for the quest (that require a headset position reference too).
When I try to go to the Oculus dashboard, it just gets stuck in an infinite loop of saying "You must be logged in" and "We will redirect you".
Unity ver. 2019.3.14f1. Android platform. The XR Plugin Management and Oculus XR Plugin packages, latest Oculus Integration, and Android SDK, etc., are installed. Everything seems to be properly set up for XR. If I sideload a build into my Quest the app plays there. But when I play the app in the Unity editor all I see in my Rift headset (which I'm trying to use for testing) is the Oculus Dash. Am I missing something simple?
Hello everyone,I am currently researching about possibilities to make multi-user experiences for the Oculus Quest. I am especially interested in multiple users sharing the same playspace. Is it supported somehow? Are there any Unity Assets that could help? Or maybe an example project or Git repository where someone already tried something similar?Thank you in advance.
I’m having trouble understanding what might be causing myQuest app to fail. I have been adding things to one scene and building and testing and it isnow at a point where it doesn’t load.If I put it into SideQuest and run it the screen goes black.I don’t get the UNITY splash screen and the scene never loads. My OVR Metrics tool shows this:I have started the scene with all gameobjects inactive andit still wont load or initialise. Does anybody know how I might be able to chase through theproject and understand what might be causing this crash?The single scene APK is under 500MB so I would think thatwould be okay? Below is the metrics on the normal dashboard for comparison: Does anyone have any suggestions on how I can chase down what might be causing it to fall over now?
I was surprised by the performance targets mentioned for Oculus Quest!I remember that the performance targets for the first version Oculus Quest were 50-100 draw calls per frame and 50,000-100,000 triangles per frame, so is this a mistake or are these the new performance targets for the Quest 2?And if these are the new performance targets for the Quest 2, please do mention the performance targets of the first version of the Oculus Quest too!
In unity everything works fine. My character walks up to a point and then I use animationComponent.Play to change the animation but when I build and run on the Oculus Quest, the character just keeps on walking. It doesn't change the animation like it does inside Unity. Can anybody help?
My application needs to detect that the tracking origin is changed,i.e. when the relative location of the TrackingSpace origin in relation to the physical play space, is changed.AFAIK, this can happen in the following cases:A) Reset view from universal menuB) OvrManager.display.RecenterPose() called from applicationC) TrackingLost and TrackingAcquired happening.Question 1:Is the above list correct and complete?Question 2:How to detect any possible tracking origin change?A) I did not find a way to detect a 'Reset view' from the universal menu, it does not trigger the OVRManager.display.RecenteredPose event. Luckily, 'Reset view' from the universal menu can be disabled by OVRManager.instance.AllowRecenter =false, to prevent it from happening in the first place.B) Can be detected by registering to the OVRManager.display.RecenteredPose event.C) I tried to reproduce this by:- Scenario 1: obscuring the HMD tracking cameras temporarily- scenario 2: pressing the HMD power butto
I'm starting to play with Android Studio and Mobile SDK and Oculus Quest 2.Everything is working correctly but when I start remote debugging any of the SDK samples in the device, when the debugger hits a breakpoint, after two or three seconds the process finishes and the debugging session closes.The logcat pane shows something like this: Process 26768 exited due to signal 9 (Killed)And the Debug pane shows something like this: Process finished with exit code 22Is there a way to avoid the process to finish/exit when debugging the application?Thanks in advance.
Hi all,Can anybody help me with this issue? When I try to upload a Quest 2 build for internal review I get the attached error. I created a store-compatible manifest. I can only assume it's because the app is not signed properly? It has the default debug signing for now which I though was ok for alpha/review.?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.