Quest Development
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Hello,In my landing scene, I have an audio source to play a background audio clip (DontDestroyOnLoad is set).When the player selected some options, the main scene is loaded. The problem is that the background audio is distorted during the scene loading.I tried the change the CPULevel to 4 during the loading but it doesn't fix it.Any idea ?Ric.
Is there going to be a new release of a new Touch Accessory Guidelines for Quest 2 soon?Would be quite useful in terms of developing accessoires.Or is there anyone special to reach to gain access to it?
Hi, I hope this is the right place to ask my question:I've a title published for Oculus Go/Gear - namely "Rai Cinema Channel VR" - and since Oculus is dismissing the Go, I would simply port it on Quest.I know that a brand new app would need to pass the concept review phase but, since I didn't find any info about that, I would ask you if that's necessary for an already published app too (albeit on the Go platform) or if there is a different and maybe shorter procedure.Should I consider it as a new app and do the full concept review/submission procedure from the beginning? And in that case, what happens with the app name, since there would be two apps with the same name on the store? And so on...If you would provide me the list of necessary steps to achieve a smooth porting, that would be great!Thank you for any info and advice.Riccardo
Hi Team,I am new to oculus development, I want to implement chat functionality in my app, but I am unable to find some useful tutorials for implementing chat functionalities between two users.I have seen examples in oculus integration package but am unable to understand how these two players can connect to each other with their unique Ids.Hope you will help me with some better tutorials and suggested links to implement chat functionality.Thanks
The Oculus Go was able to easily output audio via USB. The Quest, despite also running android, doesn't allow it. Any ideas on how to enable it? File managers seem to have proprietary drivers for accessing storage devices. Is it possible to extract the necessary files/drivers from another version of Android and sideload it into the Quest?
I have a Unity project with an external library (Eigen) that can be built separately as DLL.I'm trying to include the DLL building it with arm64 toolchain, but I get this error when I test the app:Unable to load library '/data/app/com.DefaultCompany.myAPP/lib/arm64/libEigen.so', native render plugin support disabled: java.lang.UnsatisfiedLinkError: dlopen failed: "/data/app/com.DefaultCompany.myAPP/lib/arm64/libEigen.so" has unexpected e_machine: 6210-03 16:02:02.636 3963 3978 E Unity : Unable to find Eigen10-03 16:02:02.652 3963 3978 E Unity : DllNotFoundException: Unable to load DLL 'Eigen': The specified module could not be found.It looks a problem of the ELF, but I'm not an expert. Do you know how I should build an external library under linux that needs to be included in a Unity project? (I follow this for the ARM64 https://dev.to/offlinemark/how-to-set-up-an-arm64-playground-on-ubuntu-18-04-27i6)
So in version 19 it became possible to test out the new "advanced" UI from the experimental features in the Settings. Sometime during a version 20 patch, it appears that it was no longer an optional feature, but instead became the new UI. I have had some of my users contact me and when they explain their UI, it is the old UI; Upon asking them to navigate to settings and get them to read me their version numbers, everything is the same as mine but they do not have the new UI. In fact, when they navigate to experimental features, they don't even have the experimental feature options to use the new UI. If anyone can assist me here, it would be very helpful.
I'm trying to query the thumb resting on the thumbrest in Unity using the following and it doesn't seem to work:OVRInput.Get(OVRInput.Touch.PrimaryThumbRest, OVRInput.Controller.LTouch);I've also tried passing OVRInput.Touch.Any as well and all the other button touch states seem fine. In the dashboard, I'm seeing the ghost hand thumbs rest on the right locations, so I know it's not a controller issue.I'm definitely in "Quest2" mode, as the headset is reporting back as OVRPlugin.SystemHeadset.Placeholder_9Any idea why this might not be working for me? [Unity 2018.4.26f1, Unity Integration 20.0]
I am trying to get a list of leaderboard entries using the Oculus Online Subsystem. This is what my code looks like:{ ... IOnlineLeaderboardsPtr LB = IOnlineSubsystem::Get()->GetLeaderboardsInterface(); ReadObjectPtr = MakeShareable(new FOnlineLeaderboardRead()); ReadObjectPtr->LeaderboardName = "MY_TEST_LB_API_NAME"; ReadObjectPtr->ReadState = EOnlineAsyncTaskState::NotStarted; FOnlineLeaderboardReadRef ReadObjectRef = ReadObjectPtr.ToSharedRef(); const TArray<TSharedRef<const FUniqueNetId>> Players; LB->OnLeaderboardReadCompleteDelegates.AddRaw(this, &FMyClass::MyReceiveEntriesCallback); if (!LB->ReadLeaderboards(Players, ReadObjectRef)) { UE_LOG(LogTemp, Log, TEXT("Begin read Leaderboards failed")); } ...}void FMyClass::OnReceiveLeaderboardEntries(bool bSucceeded){ if (bSucceeded) { UE_LOG(LogTemp, Log, TEXT("LB Read succeeded")); } else { UE_LOG(LogTemp, Log, TEXT("LB Read F
I can't see my hands in the Unity editor with the link.I am using Unity 2019.4.11f1 and the latest version of Oculus integration (v 20), and an Oculus app version 21. The weird thing is my friend has exactly the same hardware and software as mine, but it works just fine in his project. I really need to learn how to use hand tracking in the Unity editor for my work project, but I couldn't figure out how to solve this issue even after spending hours on this forum. Any advice/help will be greatly appreciated.
I would like to map the hand tracking bones to my custom avatar with arm IK. But the hand bones from the hand tracking sample framework are generated on runtime and until I cant test it in the editor I don't know how to re-target the hand transformation data.
Hey Devs! I am responsible for the design of a dedicated VR room within a museum to be used with the Oculus Quest. The museum is currently under construction, I have to make some fundamental decisions now: Most importantly, I have to define the requirements for the design of the floor and walls. To optimize the tracking of the quest, these surfaces should be contrasting and as irregular as possible, avoiding super even patterns and uniformly colored surfaces. But: Is there an official specification for this? Anything that I could give to the interior design office? Or do I have to formulate and define it myself.Do you have specific experiences that I should add?
Hello~Is there any Oculus SDK Roadmap for developers? I want to know the 1-year (or more) vision for the product and platform including the SDK functionality, general tools and so on.Would Oculus SDK team send me the Oculus SDK Roadmap? Thank you so much!
Hello, Oculus dev noob here. I implemented the app from the "Build Your First App" tutorial, and I'm trying to convert it to actually running on my Quest. All I did was convert the Camera to an OVRCameraRig and change the Player Controller script to the following:using System.Collections;using System.Collections.Generic;using UnityEngine;using Oculus.Platform;using Oculus.Platform.Models;public class PlayerController : SocialPlatformManager{ // Appears in the Inspector view from where you can set the speed public float speed = 500; // Rigidbody variable to hold the player ball's rigidbody instance private Rigidbody rb; // Secondary camera to debug and view the whole scene from above public Camera spyCamera; // The OVRCameraRig for the main player so we can disable it private GameObject cameraRig; private bool showUI = true; public override void Awake() { base.Awake(); cameraRig = localPlayerHead.gameObject; } // Use this for initiali
If you follow the steps to update an app for the Oculus Quest for Business edition, it will remove the app launch icon but never update the app. After extensive effort, reading all the documentation, and a lot of pulling my hair out, the only way I can get a Q4B headset to update is if I manually remove the app from the storage settings on each headset, which is not possible. They recently updated the documentation but the same issue persists, the app is removed but never loaded again.Anyone else use the Quest for Business? Anyone have luck updating apps remotely?
Hi, anyone knows how to get the quest system version by code or oculus sdk api?
If I develop a game as a German developer, I would be interested in whether it is still worthwhile in my own region. Should I still insert German texts? Currently, Oculus glasses are no longer sold in Germany. Will that change or can this market be closed?
Hello, I've been configuring Unity and a new project for the quest. I've noticed that if I don't Create a Store-compatible AndroidManifest.xml, the build loads and runs. However, once I create it, my build just hangs with the Unity loading default screen even though the build is successful. Removing it, allows my build to run on the Quest. Am I not supposed to generate an AndroidManifest.xml unless/until I deploy to the store? I am hoping this will help me solve my root problem with my project seemingly having no Antialiasing whatsoever, even though I have it configured correctly to 4x AA under Rendering for android in the appropriate quality setting.Thanks for your help!
Hi PLEASE HELP!!! Had this game for 4 days now, not go passes the setup screenyet !! I am stuck just purchase GHOST GIANT game for the Quest but it won’t load,I have seen someone else with same problem on some forum, I cannot get passed the calibration screen (1stscreen), I press a big red button first (in the game) to the left of screen that’sfine, I then have to line the eyes up that’s ok to,but it then says press menu button to pause on (it shows theOculus Home button on the left joystick) but all that does is takes you out ofthe game back to the Main Quest menu ? this is MAD ……. I think it has a bug !!!!!! RegardsPaul
Just trying to build from the command line:building in . X:\Program Files\ovr_sdk_mobile_1.37.0\bin\scripts\build\../../../gradlew assembleRelease --daemon -quiet --build-cache --configure-on-demand --parallel -Pshould_install
My current project is still on the legacy renderer. Should I be using the URP for performance?
If there is others research centers using Oculus Quest, how do you plan to act according to new facebook login rules?I feel like a in between Personal use and Oculus Business, neither fit well our use.We will continue to use Oculus Account as long as possible, but I'm curious to see different point of view on what will happen after january 2023.
Hello, this might be like a basic question but I can't find a risolutive answer. I need to capture HD footage of the project I'm developing for the Oculus Quest (I use Unity).I have seen the suite to capture mixed reality footage, but that's not the best way to show my project, I'd need just plain footage in HD.I guess it must be possible somehow because all games do that at some point.Thanks!
I think Application.Quit() on Android doesn't properly remove the app, which causes the app to crash next time you launch it. Use this instead:System.Diagnostics.Process.GetCurrentProcess().Kill();Just wanted to share since it's easy to overlook. Might be one of the reasons your app keeps stopping.
From this doc page for "Using VR Compositor Layers" under the "Under Protected Content" section, it says that for Oculus Quest, in addition to selecting the "Protected Content" flag for OVR, we "must also render the OVROverlay layer as an External Surface and select Protected Content in Player Settings > Virtual Reality > Oculus."I'm using Unity version 2019.4.2f1 for Linux - I have the Oculus SDK and XR Plugin installed. I cannot find the "Protected Content" setting anywhere in Player Settings. Is this instruction still relevant? Is there anything else still required other than selecting the option on the OVROverlay script?
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