Quest Development
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Hi!I´ve bought the new Quest 2 to work development, based on photos 360*.To my luck there is no player available.There is some chance to have it or I have to give back the Headset?Thank you, to all.
I'm new to Quest/Quest2 deploying and I'm wondering what I'm missing here...I have game that I made for Oculus Go and it's just able to run steady 60fps on Go. When I deploy it on my new Quest2, the game can't sustain 72fps. It's steadily dipping to 62-64fps range. So I'm wondering if there's some general settings (different from Go) to apply when upgrading the project to Quest environment?Project is made with Unity 2019.4Using URPOpenglStatic and dynamic patchingArm64 upgraded for QuestCpu is running mostly at level 2 and 3,sometimes topping on 4 at ~70%usageGPU is running mostly at max level 3 and at 70~98% usage.So GPU seems to be the bottleneck here.
Greetings all,I'm a database developer for my job and wanted to make some simple games for my Quest 1/2 as a hobby.Currently working from home on my pc I purchased way back in 2011, only needed for SQL development, MS office and browsing.Thinking of buying this pc below (I've pasted the main specs), the graphics card is low spec, wondering would this pc be usable for amateur Quest games development?Xenta Core i5 8GB 480GB SSD GT 710 No OS Desktop PCIntel Core i5 (9th Gen) 9400F / 2.9 GHzGraphics Processor NVIDIA GeForce GT 710 (Video Memory - 1 GB)8gb RamApologies if daft question, I'm way behind on my technical specs and pcs.ThanksRob
I'm contemplating development of a news aggregator type app. As part of my customer development process, I'd like to gauge potential market size. Is anyone aware of published market stats that include at least number of users by age cohort and device? Ideally, I'd like to target the Quest ecosystem, but also exploring mobile VR.If this doesn't exist, what is the information we have?Thanks in advance!
I want to turn development mode OFF on my Quest 2, but strangely enough it will not turn off. Development mode option is turned off in the app, but it is still active in the headset. Tried factory reset, but once the Quest 2 is set up and booted back up, it goes back into Development mode by itself after a few minutes. Also tried reinstalling the iOS app....but still stuck. Any ideas?
I am the developer of the VirtualBoy Go emulator for the Quest/Go. One use it having problems with the registration of the left and right shoulder buttons on his virtualboy controller that he connected with an usb adapter to his Quest 2. Apparently this works fine on the Go and I don't see why it wouldn't on the Quest 2 (all other buttons are working).I was thinking of updating the SDK to see if this would fix the problem. But the gamepad support was marked as deprecated with the Oculus Mobile SDK 16.0 and I can't even connect my Xbox One controller with the Quest 2 (other people seem to have the same problem on the Quest 2).So what am I supposed to do now. Will gamepad support get fixed on the Quest 2 or will it just get completely removed?
Hi, I have just purchased an Oculus Quest 2. I was wondering does anyone know how to export either a Cinema 4D model or twin motion to Oculus Quest 2?Thanks
My 180video scene work well in Editor but when I build and play in Oculus. App can not find NativeVideoPlayer so It throws bug "Failed to find NativeVideo class1" (Line 62 in NativeVideoPlayer class) and don't show video.Please help me, thank you!
Hello. I've encountered an issue on the Quest 2 when playing Star Trek Bridge Crew. When I'm in the briefing room, I can hear the players, but when we get on the ship, sometimes I can't hear the other players and they can't hear me, but I can hear other audio within the game. Ubisoft asked that I reach out to Oculus for their advice on the issue. My audio work fine in other games. Any advice you can give?
who can help. i have a webpage what is requre crome browser 32 or newer. the quest browser does not send properly what browser it is. and thetefore by page gets bloked. can anyone hhelp to bring a proper latest browser into quest2? any solution i can buy?
Hi there, looking forward to utilizing the Web USB spec combined with A-Frame. Is there an ETA for the native Oculus browser move to chrome 85? or a better method browser to side load with Web USB support? I've ran into issues running Chrome 85 due to the way it handles VR in a separate apk.Many thanks in advanceBen
I couldn't find a way to copy Unreal-Packages to the Quest 2 without the PC link cable.Any way that could work?Thank you so much for any little help!appreciate it!
Got my Quest 2 + the Original Oculus Link Cable.@problem:My PC can't recognize the Quest 2.When connected with the original link-cable, Windows makes the sound that some device was connected.But Windows can't find the Quest 2 Device.One missing step I can see here:When I installed the Quest (old model) - inside of the VR Headset I was prompted to say Trusted Device.With the Quest 2 - this just doesn't happen.All updates have been performed - it's not working.Therefore, I can't start developing and it drives me nuts.Thanks for any little help,appreciate it!
Any idea when/if Quest 2 controller CAD data will be released (so we can start working on some accessories ;))
Hi, we are looking for Oculus Quest 1/2 owners to test our newly launched VResorts app. It's a travel content platform and also the world's first VR-commerce app, already live on SideQuest! Download the app here and let me know what your experience is vresorts.page.link/oculus_testersIf you wouldn’t mind writing a quick review on SideQuest, that would be awesome.
Hi,I am running Unity 2019.4.11f1, latest Oculus Integration.My scene has a camera in it that renders to a rendertexture. It is only active sometimes to update the otherwise static texture.However, it drains performance even when disabled. The strange thing is that it happens only after the first time it has rendered. Before that, everything is fine.The performance drain when disabled is equal to just continuosly rendering the camera, and therefore also impacted by the resolution of the texture. However, attaching a script with OnPostRender to the camera does not fire the event, so it is not rendering (at least not in Unity's domain).I tried disabling the camera component and the entire gameobject. I have tried giving the camera a 1x1 render texture when disabled. I have tried setting the culling mask of the camera to no layers when disabled.The only way to stop the performance drain is to destroy the camera.If it is any help, Graphics.Blit would also not function on Quest, while it wo
The long story short is that alpha values are behaving very strangely: transitioning reasonably between 1.0 to 0.5, but from 0.5 to 0.0 transitioning from half-opacity-{color} to opaque-black.^ this is my font renderer (captured from quest beamed to iphone) with the shader replaced with:#version 450#extension GL_KHR_vulkan_glsl : enable#extension GL_ARB_separate_shader_objects : enable#extension GL_EXT_multiview : enablelayout(set = 0, binding = 2) uniform sampler2D colorSampler;layout(location = 0) in vec2 fragUV;layout(location = 0) out vec4 outColor;void main(){ float x = (sin(gl_FragCoord.x/20.0)+1.0)/2.0; outColor = vec4(1.0,0.0,0.0,x)}My pipeline blend config is:VkPipelineColorBlendAttachmentState colorBlendAttachment = {}; //alpha blend colorBlendAttachment.colorWriteMask = VK_COLOR_COMPONENT_R_BIT | VK_COLOR_COMPONENT_G_BIT | VK_COLOR_COMPONENT_B_BIT | VK_COLOR_COMPONENT_A_BIT | 0; colorBlendAttachment.blendEnable = VK_TRUE; colorBlendAttachment.srcColorBle
HelloI have an MSI GP72VR 7RF LEOPARD pro laptop, having all the capacities required for the use of the oculus link ( for Oculus Quest 2 ), except the graphics card which is a 1060 3go, my question is:is it impossible for me to connect an oculus link?Is it just a loss of performance?my pc cost 1500 euro 2 years ago i find it strange that it can't workEspecially the main selling point of this pc is the "VR READY" featurethank you...
OH YES BETTER THAN DAY TI.MEOH AND EXTRA FEATURE..OCULUS QUEST NIGHT VISIONUse UV lights and black lights...Place them evenly throughout the room Hope it helps..God bless Be safe.
When I click on the button to enable it, a small pop up window shows saying: "Become a DeveloperGo to ocul.us/StartCreating to register"The only buttons available are: 1. No thanks, and 2. Start CreatingIf I click on the 2nd one, I am taken to a webpage at developer.oculus.com with instructions starting with an introduction saying that developers MUST PASS the concept review.Is this why I can't enable the Developer Mode button? I hope not.Your help is immensely appreciated
I am trying to understand my options for delivering "dynamic" content on a Quest. The most straight forward option is to have one app that includes all scenes for each environment that might be required. This would allow you to jump from scene to scene as required.Ideally though, I would prefer to have one main app/scene that is always included but then be able to transition to other custom scenes some of which might be customized based on install (or even scenes added at a later date). It would be nice to be able to add something like a package at runtime.Any options would be appreciated.
I create a keyboard in my VR app and I want to use both of my hands to type the text. Therefore, I want to enable the laser pointer on both of my hands simultaneously. As the UIhelpers prefab has an Event System on it, which is supposed to exist in a single instance, I can't just duplicate the UIhelpers prefab. Is there a way to do it?
What defines the initial orientation of the guardian paint area grid? ()The grid canvas is limited to 10x10m but only if its rotated correctly, i can use its full potential in my physical space.Any ideas?
Why I can not set create an application on Oculus Quest platform?I click on the button Create new app, but I not find Oculus Quest platform. Can anybody say how to do it?
Hi,I just tried today OVR Scene Quick Preview but it is not working - it looks like bug to me:1. When I press Build Deploy App it ask me to: “Select at least one Android CPU architecture in Player Settings” and I have selected it as you can see on photo... Than after press ok OVR automatically uncheck this option!:It only allows me to build on ARMv7 , which is not working on Oculus Quest...Did you manage to use OVR Scene Quick Preview on Oculus Quest???[My setup: Unity 2020.1.0f1 + Oculus Integration Version 18.0 + URP with XR Plug-in ]
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