Quest Development
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Hello. I'm using unity 2019 or 2020 with oculus integration 20.1I can grab an object with the controller but I can't do it only with hands. Is there an option to do differently?Thanks
I am making an app that requires this permission. its a native android application so its not vr, doesnt use oculus sdk etc.The tool works fine on the regular quest, but when trying to open the activity to grant the permission on the quest 2, settings crashes. The crashing happens when clicking on the name of the app, to grant permissions for that app.crash log:10-23 16:12:13.341 8723 8723 E AndroidRuntime: FATAL EXCEPTION: main10-23 16:12:13.341 8723 8723 E AndroidRuntime: Process: com.android.settings, PID: 872310-23 16:12:13.341 8723 8723 E AndroidRuntime: java.lang.NullPointerException: Attempt to invoke virtual method 'boolean android.widget.SearchView.isIconified()' on a null object reference10-23 16:12:13.341 8723 8723 E AndroidRuntime: at com.android.settings.applications.manageapplications.ManageApplications.onSaveInstanceState(ManageApplications.java:511)10-23 16:12:13.341 8723 8723 E AndroidRuntime: at androidx.fragment.app.Fragment.performSaveInstanceState(Fragm
Inside Unreal, I click PLAY.Then I quit the VR inside of Unreal, and the Unreal Performance drops because the OCULUS APP DOES NOT QUIT the game. As you can see on the screenshot below, the Oculus Quest Application believes it’s still playing and all the resources are eaten up.Any ideas on how to fix that?
Hi! I'm using normal Unity 2019.1.0f2 and latest Oculus package 1.36. When I build my app for Android phone, it works; same for desktop; same for running in Unity, all without any errors. When I use Build & Run for my USB-connected Quest (I don't have any approved pitch yet, so I'm using a development build for testing), it compiles without errors, but then everything stays pitch black -- even though beginning music and my ocean sounds loop are heard fine -- and it then usually crashes. Help please?My "adb logcat *:W" output below, I'm not sure exactly when the errors for my app (called Chatty) start, as I also get plenty of warnings and such before even starting it. Thanks!---07-03 13:44:03.555 3680 3762 W System : ClassLoader referenced unknown path: /system/framework/tcmclient.jar07-03 13:44:04.653 1843 1905 W System.err: java.lang.IllegalArgumentException: No default service found in application. Package chatty.center is not a valid Panel Service.0
when will you be able to cast the oculus quest 2 straight to your PC using chrome?
I am enabling foveated rendering in Unity with:OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.HighTop;Even though this is enabled and also the OVR Metric tool reports FOV: 4 the FFR is clearly not working. I have even set it up by hand with adb to level 4 which I can see clearly in the oculus home environment, but as soon as I launch my Unity apk it doesn't work (neither set programatically neither from adb).I am using unity 2019.2.9f1 and just the Unity standard rendering pipeline. Any ideas why it might not be working?
Hello,It think its safe to say we are excited to develop our titles for the Quest 2, wasnt considering current gen headsets but with 2k res and the power, we think we can develop the titles for standalone quest 2 without pc requirement. However getting access to a physical device may be hard to get as its being released.Is there a developer option when purchasing that anyone is aware of?Much appreciated
Hello,I have sucessfully got the the OculusRoomTiny app running in VisualStudio and I am able to get it to display on my Quest. My goal is to write the Yaw, Pitch and Roll data to the console to start. I am having trouble finding anything in the demo that holds this data. Can someone help me?
I'm trying to make a multi-platform game for Oculus Quest 2 and Android phonesBad,projects with Oculus Integration installed have problems with Android builds.The build passes without error, and the first startup after transferring to the actual machine works correctly, but the app is not displayed on the home screen or drawer.I suspect it's a problem with the android manifest, but I couldn't solve this problem by myself.Unity 2019.4.12f1OculusIntegration 20.1
What is the fps of the feed sent to the preview monitor? 30fps? 60fps? Can it be manually changed from it's default? I'm using a monitor that can go do 120Hz, 144Hz and 165Hz and attempting to make it look as smooth/"life-like" as possible.
I am trying to run webxr VR experience coded in Babylonjs, on Oculus Quest 2 and is not working. I try to enable Webxr flags on the browser and I was not successful. Is even possible to run WebXR on Oculus Quest 2 Browser ?
Hi,Is it possible to start the Oculus Quest 2 with just a menu with videos? For example VRbox.
Hi, every Oculus Developers,Are you healthy under the Corona Pandemic?I wish all developers health first!This is a sort of VR keyboard typing API using fabulous Oculus hand tracking &using my touch buffer zone & my visual gauging & my several algorithms for filteringincorrectly positioned fingers.In this API, I use only 3 fingers (thumb/index/middle) of 5 fingers per hand.It is because pinkys & rings are generally occluded by middle fingers and so the probability of tracking errors increase .And they tend to be subordinate to the movement of the middle finger rather than to move freely anatomically.And so I eliminated ring & each from hands respectively in my Unity API.This is my youtube video:https://youtu.be/fCGhmAU15vEAnd this is base technology: https://youtu.be/1gV6DRLtPLAThanks,
This is my humble painting of the view of an outdoor cafe reflected in the wall mirror of a building.I drew this painting using my VR stylus API / my VR keyboard API /Oculus Quest hand tracking technology.https://youtu.be/_HL_psLL5-gI stretched my photo taken 12 years agoHere is the technical presentation about it.https://youtu.be/1gV6DRLtPLAhave a good health!
My Oculus windows app is v21.0.0 and the quest is v20.0.0, will this affect the editor debug process using the oculus link.If yes should I downgrade my Oculus PC app to v20.0.0, to make the oculus link work? But I can't seem to find the v20.0.0 of the oculus pc app, the latest one is v21.0.0.Any suggestions are welcomeThanks in advance.
Would like to see the ability to freely move around with controllers throughout your home area. Similar to the rift home. But minus been able to modify the room. Or just make a quest home similar to the rift. I know plenty enjoyed making there own home adding decorations etc. Don't want to have too use link everything just to use rift home.
My Oculus Quest system version is 9041200197600000. There is no update available on 2020-10-26/YYYY-MM-DD UTC+7 Using adb shell getprop ro.build.version.sdk yield 25 which is android-25 Nougat 7.1The doc here on page native/android/mobile-studio-setup-android/ said that it support android-26 Oreo. (Can't post url to Oculus developer website.)Did I do something wrong ?
alright so I bought a oculus quest 2 yesterday and don't have link cable so I cant play steam vr games, so I got virtual desktop and trying to enable developer mode and make a organization. I cant do the organization because i cant put my debit card in because it says there was a error, so I can I fix this and is there anyway I can fix my Facebook account without a developer account.
Greetings!I am trying to add some custom debug info to overlay in OVR Metrics Tool and this does not work for some reason.I am using OVRMetricsToolSDK.aar which is distributed inside OVRMetricsTool_v1.5.1.zip.I've added this aar to my android project and this is how I try to set custom debug info:MetricsService.bind(getApplicationContext());while (true) { MetricsService.setOverlayDebugString(getApplicationContext(), "hello world");}This does not change anything on the overlay and I cannot see any custom text. Default overlay is running fine and "Display Debug Data on Overlay" is enabled.I can also see from logs that Metrics service is running:2020-10-25 19:52:15.534 6866-6866/? D/MetricsService: Connected to metrics service: ComponentInfo{com.oculus.ovrmonitormetricsservice/com.oculus.ovrmonitormetricsservice.MetricsService}If I use MetricsService.appendCsvDebugString() instead, my custom text is logged, so I assume that communication with metrics service is fine.Could you plea
I tried to create a new Oculus Quest app under the Organization, and I'm prevented with a message of "This org can only submit quest apps to the test store"What is the next step? I don't intend to try and push a _release_, I merely want to distribute beta tests remotely to test users.Is there even such a thing as a "test store" and if so, how do I access it?Thanks,David
Want some resolution scale,xrsettings.eyetextureresolutionscale work for quest 1 but not for quest2,Please help!
Typing this on my Oculus Quest 2 while on vacation :) Does anyone know what engine the First Steps tutorial uses? I wonder if Oculus would ever provide the source for that demo if they dont already ?
Any help would be fantastic.I have been porting my VR game "Ballooning Adventures" to Quest. It is currently available for the Oculus Rift and Oculus Go.Some of the code however doesn't get called when it is running on the Quest. I have found that any use of "InvokeRepeating" in my game doesn't get called. Here is its use:void Start(){ InvokeRepeating("UpdateTimerText", 0.0f, 1.0f);} void UpdateTimerText(){ flightTime = Time.time; flightTimeText.text = "Flight Time " + FormatSeconds(flightTime); ; Debug.Log("This should be called every second"); }I replaced the offending uses of InvokeRepeating with my own timers and it works.This is fully repeatable.Has anyone else had a problem with this? Maybe no one uses InvokeRepeating anymore.
hello, i'm doing a shooting game and i would like to move a finger to simulate the shooting with an animation which would be triggered when i press the trigger index of my controler. For information, it is not the hands of the oculus avatar that I want to move, but the finger of my character's hand.Thank you!
We are experiencing some issues playing back DRM video content in Oculus TV and I'm trying to find a spec of the streaming technologies and DRM types/versions supported by the Oculus Quest. Does anyone know where this could be found?
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