Quest Development
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I want to use MRC tool to record Mixed Reality Video for my game , how to support MRC in Unity?
Using the Oculus Integration package in Unity, I'm trying to figure out how to grab a gun with TWO hands, where one hand grabs the barrel and the other grabs the handle. I want when I move the handle, the barrel hand stays attached, but the gun itself adjusts accordingly. I'm a bit new to vr / unity development, and I can't find a thing that supports "two handed" grips with the Oculus Integration package. Can anybody point me in the right direction?Thanks in advance.
I am somewhat involved in the Dr. Beef game ports (Quake, Quake 2, Half life, RTCW, Doom 3). I am trying to ascertain why it is not possible to switch on FFR, or rather it has no effect. For starters I have been setting the FFR level via ADB. I have been able to get this to work in Oculus home and other Apps (Unity etc) so know how to detect it (I use the highest setting). However in all of the ports there is no change at all. My understanding from reading the SDK documents is that this should just work. Is there something special in the rendering we need to enable for this to happen?
Hello, everyone. Just begin develop app on the quest. Currently, I try to play the video as tutorial for my app on quest. In editor, it works like a charm, but in my built the render texture of video just only black no picture but the video's audio is playing. Is this a bug? Or I need some addition setting to get my video playing on Quest? If anyone know please help me. Thank you in advance.
I'm creating a multiplayer VR app for the Quest in Unity and want to include IAP such as the purchase of virtual currency, audio files, etc. Can I (and am I allowed to) use PlayFab for the IAP? I'm sorry if this is a bonehead question or if I'm posting this in the wrong place.
The Quest guardian system has a limit. But I have a need go much farther. One method I have come up with is to create a matrix of guardians which the quest right now will store in it's history. It will even detect when you leave a guardian and enter the next. BUT not without popping up a dialog "change guardian" first. What I would like to do is to disable this dialog within my app. And also receive an event to which guardian it has selected. Once I have notification, I can record the previous known tracking position. Use that to offset into the NEW guardian space tracking position. This should seamlessly allow me to travel through all the guardians stored in the quest. Is there an api call now I can make?
I have an apk file that my team has been working on, it works and plays video fine on the standard Oculus Quest but the Business edition will not play the videos...I'm using the Unreal engine 4.25, the video files are .mp4 files and are queued to play when the app starts. When I sent the exact same .apk file to each headset, the Business edition will not play videos. Can someone help me find what I am doing wrong?
Hi all Is it possible in unity, unreal, etc. to create an overlay app like the OVRMetric tool? I'm looking at VR accessibility - in particular simulating the different types of colour blindness for the apps we develop. Would be great to have one app to overlay/simulate the loss of some colours in the view to test our previous apps and to inform our UX choices moving forward. Can it be done with the current SDK? Any tips on a starting direction appreciated!Thanks
I want to use stand out for quest but i dont have a pc or computer for that. I have the quest. Is there any way i can somehow grt an apk file to download of the game to download/launch from the quest. And dose anyone have that game apk link if so post it and lmk if it will work cause its not on sidequest.
I would like to develop for Quest and have a Quadro RTX 5000 GPU. What is the best way to test results?Thanks
Hello everyone! ?I'm putting together a GDD for a simple Roller Coaster game for the Oculus Rift/S and Oculus Quest and I don't know the first thing about the Snapdragon 835 or its capabilities.Will I be fine using the Forward Rendering that UE4 4.25.3 uses? Given that the Quest is pretty much powered by a proverbial spud I'm just wondering if it's advanced enough to take advantage of a performance boost gained by using Forward Rendering instead of the Deferred Rendering that the Unreal Engine uses by default?Many thanks in advance for any help! ?
Hi, I'm trying to program an experiment in Oculus Quest, but I'm unable to get the controller inputs with OVRInput. This is my first time developing in Oculus Quest and I don't have a lot of experience with Unity, so pardon my long post. I'm using Unity 2018.4.26f1 and I imported the latest oculus integration in the asset store.And here's what I did:1. Added OVRCameraRig to the Hierarchy. The only other item in the Hierarchy is my Text GameObject (called 'Instructions').2. I wrote a test script (included below) to test OVRInput, and I was hoping that the GameObject would disappear when I press a button or pull a trigger on one of the controllers.3. The Text GameObject is defined in the Inspector public field and these are my OVRmanager settings:4. I followed the Build settings in the oculus documentation e.g., switch platform to Android, set texture compression as ASTC, and I chose Oculus Quest for the 'Run device' option. 5. In player settings, under XR settings,
This is an issue we've had occasionally with different games we're developing. All made with UE4. The game crashes but the music keeps playing. Even in the menu, when the headset is in standby mode and when you launch another game. Logcat is spammed with : 09-02 16:35:26.536 29785 29823 W System.err: java.lang.NullPointerException: Attempt to invoke virtual method 'int android.graphics.Bitmap.getWidth()' on a null object reference09-02 16:35:26.536 29785 29823 W System.err: at com.unity3d.player.FrameAnimation.b(Unknown Source)09-02 16:35:26.536 29785 29823 W System.err: at com.unity3d.player.FrameAnimation.run(Unknown Source)Can't find anything else related to this in the logs. Can post an adb bugreport if it helps.
I'm using Unity 2020.1 and not using the Oculus SDK, just the native unity integration (Oculus XR Plugin). I'm trying to set the tracking origin to be floor-based (eg: room scale). This code used to work on older devices, but it no longer does - logcat says the calling function (TrySetTrackingOriginMode) doesn't work.I was going to post a gist but I don't have permission with my account age, apparently. Here's a relevant snippet!```List<XRInputSubsystem> subsystems = new List<XRInputSubsystem>();SubsystemManager.GetInstances(subsystems);foreach (var subsystem in subsystems){ if (!subsystem.TrySetTrackingOriginMode(flags)) { Debug.Log("error?");```
I was wondering how one would go about taking a pixel buffer and rendering it out as a floating overlay in VR. This is for a native application.
I would like to add a gun to my unity scene that could work i already havegrabbing installed, i dont know how to code. Any premade code already out there?
Hi,I have a client that requested we ensure the Bluetooth is switched off on-site.Would the Quest controllers be still trackable/operable and how do you disable Bluetooth in the headset?Thank you,Nimrod
Good day fellow developers,The bug is this- If my grabbed object in Trigger with OnTriggerExit, after I Release it OnTriggerExit fires immediately, even if prev-grabbed object inside trigger.I'm not sure is this problem on Oculus or Unity(on unity 2018.3 and prev integration this worked fine) end, but I need help as soon as possible...
I am getting mixed answers online, is Mixed Reality available for the Quest, specific to beat saber? The development page doesnt say B/S is a supported app.Thanks!
Everything was fine till yesterday, the new universal menu has updated and I'm not able to find the Library tab. Tried factory reset, restart the device, etc still I'm facing the issue.
I am planing to use some network connections in a Unity project I plan developing for the Oculus quest. I created a simple project to get network communication working. The communication library is a native C library which is loaded using DllImport. The native C library access the network stack socket API. The project works fine on Windows however when I run it on the Quest I get the error:OS socket() failure, error 0XD: Permission deniedIs there anything I have to do to set the right permissions? How to I get permissions to access the network stack socket API.
Hi,When I try to use classes from oculus it just underlines it red with no autocomplete or anything. It is an error in visual studio but no in unity. Why is this happening and how do I fix this?The game runs fine but this makes it extremely difficult to code.This is the HandsManager.cs (same problem in every other script)
Hi All,I am new to developing VR apps using Unity for Oculus Quest and wanted to know how do you delete the apps in the Unknown Sources library tab?I hope you can helpCourtney
I am considering a hand tracking only app, and want to know if this would be allowed in the official Quest store?
Hi, I'm new to developing for the Quest and I'm running into some issues. I've build a scene in 3ds Max 2016, exported it with Datasmith to Unreal 4.21 and from there into the Quest. I followed all the steps from the quick guide and other tutorials and the first time everything was good, except the textures (Vray Next). So I changed the textures to some nice ones from Substance without knowing that Substance isn't working, too and there are also issues with Quixel Materials. Lastly I changed all materials to very simple ones to have a first look WITH materials in the Quest. But with all these changes done the project doesn't start any more in the Quest. I see only a black screen and the project closes itself after a few seconds. Is there any guide or documented workflow how to get such a project into the Quest? Or do you have any idea why it shows a black screen now?
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