Quest Development
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Read this suggestion on Reddit and it could be nice; If the Insight cameras could detect QR codes in the real world you could add virtual objects on that location to a vr model of the same space.No privacy issues if it just reads and outputs the QR code somehow.Why would that be useful? For instance; a remodeling of a large office floor. You would do the main / large changes in the 3d model. Output to the Quest. Map the actual room to the Guardian. Then lay out some printed qr codes on the floor and together with the client change /move the location of these minor elements / furniture to the desired position.Also nice to quickly change design options.
Is it possible to import the current pointcloud representing the physical environment, which is continuously captured and updated by the Quest's inside-out tracking system, into the running Unity app?Note:This pointcloud (or at least parts of it) is visible during the Guardian initialization step, more specifically: when the user must confirm that there are no objects in the drawn boundary, points of elevated objects in the boudary are shown.Getting a hold of this pointcloud would enable to create an application that allows performing measurements on the pointcloud (eg to model an existing room).
Hello,I have made a multiplayer game in Unity, i'm trying upload to the developer dashboard to test the network features and i'm getting this error, 'APK is for 6DoF devices only'This is meant for the Quest so that is correct, I have tried unticking support for oculus go and gear vr (the 3DoF devices) in specs thinking that had something to do with it,can anyone help me to understand what it wants here?Thankyou for your time.using : Unity with Oculus integration tool 1.38
Hello,I am fairly new to Unity3d and Oculus but I have managed to build and run my project on my Oculus Quest. The problem is that there is an extreme lag/glitch. When I move my head the environment can't keep up. When I hold perfectly still it seems all right but characters that are moving are still very glitchy. So everything that moves lags, I guess. Or seems to be dropping frames? I have a video of the issue but you can't post videos here it seems. I am using Unity3d 2018.4.25f1 and Android 4.4 'Kitkat' (API level 19). I have tried other API levels and also changing the color space and Graphics API but it doesn't help. I also read somewhere that making the lights static could help but that didn't do the trick either. One weird thing is that if i position the OVR CameraRig "outside" of the room, it doesn't lag at all. So it is probably an easy fix but I've been trying to solve it now for some time and I'm stuck. Please help:)Thanks in advance!
I'm developing for WebXR and Hand Tracking of Oculus Browser. Oculus Browser and device firmware are up to date.Usually, when a javascript exception occurs, some message is put to the web console, and the page is halted.But most of the time, browser itself doesn't crash.Recently, I'm having a random crash of Oculus Browser, it occurs when switching from controller to hand tracking. This symptom started to occur after October 28th Oculus Browser (don't remember the date exactly) And the symptom has become more prominent since latest update around this month, 6th.I did the remote debugging of my web page to see if any javascript exception occurred, but there was nothing. Since the browser crashed, the debugging session simply stopped (without any message)So I wonder (before elaborating the method to reproduce this crash in length), is there any aspect that Oculus company can help me with this?Or do you think this is just a
Hi all, I've got a pretty good grasp of the Keys-Only process, but something is going wrong and I would love some advice. Oculus Support hasn't been any help so I hope the community can come through!My app is approved for Keys-OnlyI have a new Oculus Quest 2 to test on before distributing to my clients.I have generated the keys for my app no problem. I have used the Oculus iOS app to redeem one of those codesRedeeming the code was successful according to the messageThis is where things stop. I can't find reference to the app anywhere. If I try to redeem again, it says I already have the app.If I go to the 'Privacy Settings' in the iOS app, and click on 'Your App Activity', I can see the app there. But nowhere else.Within the Quest 2, I have clicked on every conceivable menu, but can't find any reference anywhere. I know that usually you go to the apps menu and then find 'Unknown Sources', but I can't find that anywhere. I can find 'Unknown Sources' inside the 'Stora
Has anyone a preset or template for Oculus Quest 2 Unreal Project Settings?One that works with VulkanOne that works with ES3.1After following the official Oculus guides and also the Unreal guides I am always getting errors.I can't seem to build one functional Unreal UE4 project, that I can launch on the Quest 2.Thanks for any little help,appreciate it!
Hello,We are experiencing a crash when implementing the Avatar Component into our project and calling RequestAvatar in Unreal Engine. It seems to be able to retrieve 3 to 4 materials properly and then fails a check, causing a crash. I have attached the callstack as a .txt file to the post.I have tried calling AvatarComponent->RequestAvatar both with UseCombinedMesh to true and to false.Please advise with any information you may require to debug or resolve this issue. Right now this is a blocker for us to be able to display the avatar in the project.Information:* Binary Unreal Engine 4.25.4* Oculus Avatar SDK plugin integrated into the binary engineThank you for your time,Stay safe,CélesteThe last lines in the log before the crash are:[2020.11.09-11.00.40:152][ 0]LogAvatars: Display: UOvrAvatarGazeTarget::BeginPlay - GUID 13369, Type: AvatarHead [2020.11.09-11.00.40:152][ 0]LogAvatars: Display: [Avatars] - Loading Material /OculusAvatar/Materials/AvatarsPBR_2/Oc
I would like to switch left and right controller UIs according to the setting.I supporsed I could use OVRInput.GetDominantHand(), but it just returns Unsupported.
This worked fine on Quest 1. On Quest 2 whenever we are debugging an native application (not Unity / Unreal) and we trigger a breakpoint, the application crashes and the debugging session is lost.
Hi, I am working on the VR simulation & training application in Quest devices. We are developing the application in unity with oculus integration SDK. Ou application has about 10 scenes with different environments. So far application is working fine with quest device. But I try to install the application in quest 2 device. Application gets hanged while loading most of the scenes. And also there are graphical issues with my application in quest 2 device but not with quest 1. UnityVersion - 2019.3.3f1OculusIntegrationVersion - 20.1 FYI, we are using URP system with unity for developing this application.
I have been working on a project for a while now. An Oculus Quest Home app. Main feature I want to get better working now, is a VR app browser and launcher.A more 3D way of accessing your apps, like Oculus Home did with the VR Console where you could add your games as cartridges and launch them from within the home. This would be especially useful for sideloaded apps, and generally just a way of getting more control over how you organize your apps and how you want to launch them.The other, maybe more obvious, feature is a home like Oculus Home or SteamVR Home, where you can decorate it any way you want. I hope to add features that would make it easier to place objects and align them with your real home or VR location. Just need to add a place where you can reset it all, and make it room-scale.I have some questions though, for ideas. I am doing it in Unity, and I finally got it working so that I can get icons for different apps installed on the Quest, and also a list of all their names,
So I have a wireframe shader that is working correctly in Quest 1 and multiple other platforms, however, in Quest 2 only one eye renders.Could anyone assist?, this of course only happens in multi-view (single pass) renderinghere is the code:Shader "Custom/WireframeTest"{ Properties { _DispTex("Disp Texture", 2D) = "gray" {} _Displacement("Displacement", Range(0, 1.0)) = 0.3 _Offset("Offset", Vector) = (0,0,0,0) _WireColor("WireColor", Color) = (1,0,0,1) _Color("Color", Color) = (1,1,1,1) [Enum(Off,0,Back,1,Front,2)] _ShowBackfaces("Cull", Int) = 1 } SubShader { Tags{ "Queue" = "Transparent" "IgnoreProjector" = "True" "RenderType" = "Transparent" } Pass { Blend SrcAlpha OneMinusSrcAlpha ZTest Less ZWrite Off CGPROGRAM #include "UnityCG.cginc" #pragma target 5.0 #pragma vertex vert #pragma geometry geom #pragma fragment frag #pragma multi_compile UseVertexColor_ON UseVertexColor_OFF half4 _WireColor, _Color; struct appdata { float4 verte
Can the Oculus Quest 2 be operated and managed using a computer alone?We would have multiple student users for the devise and pairing the HMD with someones phone does not seem very practical.
View the latest documentation for developing on Oculus Quest here: https://developer.oculus.com/documentation/quest/latest/
Hi , I have implement the quest development app using Oculus integration plugin. I have build the demo scenes selection option using unity buttons. the UI interactions is not working properly. when i click the button some time it's call on first click and some times it's not called on first click. it's take some more interaction to click events.i need to interact the button on first click for all time.i have using the following Versions : Unity - 2019.3.3f1Oculus - 20.1
I had some trouble getting clarification as to how to do this. Pieces of the answer were available in different discussion threads, so I put it all together here for the next person who gets stuck.Set the file path for the VideoPlayer source in Unity, like this: file://mnt/sdcard/<directory_path)>/<video_name.mp4>You will need to set permission in the AndroidManifest.xml and via adb shellIn your shell app::1. Check permissionsadb shell dumpsys package <package_name>In the dump you will see "requested permissions", with android.permission.WRITE_EXTERNAL_STORAGE and android.permission.READ_EXTERNAL_STORAGE. These will have no value. You need to look at "runtime permissions"If it says: android.permission.WRITE_EXTERNAL_STORAGE: granted=true android.permission.READ_EXTERNAL_STORAGE: granted=trueYou don't need to do anything else in the shell, skip to #4, AndroidManifestIf not...2. Set new permissions adb shell pm grant &
In a racing game, for example, it would be cool to be able to view the leaderboard in the Oculus dashboard and have the score show as times rather than scores. Right now, as far as I know, they must be represented as just an integer. e.g. the time 1:30:48 must be converted to a positive integer such as 13048, which is much harder for users to understand. Is there any way to change this?Additionally, there is currently the ability to deep-link from the Leaderboard to the game. However, the most specific this gets is on a Leaderboard basis, so you couldn't, for example, challenge a specific user's ghost data from there since there's no way to send dynamic metadata based on which player's leaderboard entry is selected.
I am an amateur Unity programmer currently teaching myself how to work with speech-to-text API. Though I have had no difficulty implementing the various SDK/APIs available (Google Cloud Speech-to-Text API, Watson, Light Buzz, etc.) to work on the Rift, Windows, iOS, I can't figure out how to implement it on the Oculus Quest.The furthest I have gotten on the Quest is with the Google API, but the Quest fails when it attempts to SpeechClient.Create(); Any input would be greatly appreciated or recommendations for other ways of implementing Speech Recognition on the Quest
Hello,I need to identify the quickest/easiest way to help non-technical mac-using co-workers get non-public .APK tests onto Quest2 test devices.SideQuest was the easiest way with Quest1's, but SideQuest is not recognizing our Quest2's as connected.Is this just a matter of needing a specific cable? Is it an unsolvable Mac problem?Or is there an easier (remote) solution to help a non-technical mac-user drop a new internal .APK test onto their Quest2(I'm using VR for internal research tests at a fortune 50 corp - these things will never be publish externally)
I've integrated FMOD into android studio for some Quest development and I'd like to add spatialization. I haven't seen a .so for FMOD (there's one for Wwise), so is there a solution for this perhaps it's using the Native spatializer .so? Any help appreciated, thanks
Hello I´m making a platform with unity and the oculus quest, I create a scene wtih a login, but I can´t find how to display the virtrual keyboard. sorry if the question it´s to easy, but i can´t find it.Thx in advance
My Facebook login currently works in my app if I'm connected with my link cable.My login button launches the request token page and once I get a token it shows my name and picture.But once I publish to my quest 1 it can no longer open that token page in VR.Is there a setting I am missing or is it not possible yet?Is that token page just for testing not publishing I assume.Thanks for any help you provide.Josh
Hi there,for a project I want to track more than two hands. So for example track my own hands and the hands of another person in my FOV. Is this possible with the Oculus Quest? Do I have access to all currently tracked hands?Thank you very much for every answer!
Hi.Using OVR Integration v16 with Unity and I am looking for the way to switch back and forth between hand tracking and touch controller from script.I have looked through v16 reference but could not find but if anyone know the way to make it happen, let me know, please.
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