Quest Development
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hi, im using unity 2019.4.5 and when i tried to compile for oculus quest after this message: No activity found in the manifest with action MAIN and category LAUNCHER.Your application may not start correctly. app dont launch on headset, but apk its copied, i then launch manually and only black screen appears...dont load any scene...any help? please
Hi, i'd like to know if it's possible to use Quest cameras in Unity app the same way as we can use normal android phone camera? I'm building an app, where i first need to watch real environment with cameras and show it to the user. Image of the real enviornment would than slowly fade out into virtual environment. For that purpose i'd need an access to Quest cameras.Thank you for all the answers,Gal.
Dear All,This is not an attack, just a talking.I'm writting because my second game pitch is rejected from the store, however my current 2 works are good quality products. I.) In case of BangSquash I could imagine, that their problem is that it's an arcade game probably, but it's just a tip. It's a block-breaker style game for VR which could be attractive for people of all ages.I sent the pitch twice to them. So when I got the email that they rejected my pitch, I started to finish the product as soon as possible without lost in details and I published it elsewhere... I simplified it to send it for Go&GearVR too.Youtube trailer: https://www.youtube.com/watch?v=WDXEy-17hJ0 II. ) My history continued with a horror game...Ok, I started to develop a next game, where I bought professional models, textures, etc. They are from really professional sources. There were not cheap but I'm a developer, and I have no studio so I must buy them... I sent them a new pitch about this ga
I tried to use LIV on SteamVR when I played BeatSaber (Oculus mode on SteamVR), BOXVR (Oculus Store), and AudioTrip (Oculus Store).I can set-up my avatar during LIV setting, but HMD tracking was not recognized when I started to play the above games.Tracking of 2 controllers was recognized successfully, only HMD was not. Does anyone know how to resolve this issue?- HMD tracking is recognized when I play BeatSaber by Steam VR mode. - HMD tracking is recognized when I set-up LIV on SteamVR- HMD tracking is NOT recognized on LIV when I select the game on QUEST (it means the game can be played on QUEST and HMD is also recognized in game.)
I am very interested in purchasing the app, FORM. But I have Oculus Quest, and it only supports Rift and Rift S. So my question is, will FORM be on the Quest soon? I hope.
I'd like to share our Quest experienced privately either by invite or going to a specific URL.Is this possible without the user having to side load?OR Is there an easy way to allow the user to download the app from a website and simply run it to install it automatically on the Quest?
Has anyone been able to get the new Oculus Integration 19.0 system keyboard to work?I enabled the new universal menu, turned on Focus Aware and Requires System Keyboard in OVRManager, and called TouchScreenKeyboard.Open. I think that's all things I have to do, but nothing happens. Also, I have no luck with focusing on UGUI InputFields.Am I missing something, or is the function not activated on Quest yet?My OS versions are:Version19.0.0.341.531.231192323Runtime Version19.0.0.341.531.231192412
Hi all,I am currently working on an app for a client but seems like the APK has not the same behaviour in Consumer and Business models. I was wondering if the Unity input can be affected? The other possibility that could prevent the business model to work correctly can be due to it's time settings, the app allows the user to go through it until a certain date, how can I check if that is an issue?Thank you
(I've cross-posted this question to the openXR topic as well)I've built for quest with the oculus openxr sdk, have explicitly loaded libopenxr_loader, got procaddr for xrInitializeLoaderKHR, it isn't null, I initialized the loader, but then it fails with XrResult = -1 on xrCreateInstance.The only way I've been able to debug is with logcat + printf. (I can print a message before xrCreateInstance and one after, and I only see the former). If there is some way to debug this, I would love to hear it (I've asked that question directly in another thread with no responses).Here is my backtrace, which isn't very helpful: (the "assert(0)" is what happens when xrCreateInstance fails)08-16 15:00:39.390 23044 23044 F DEBUG : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***08-16 15:00:39.390 23044 23044 F DEBUG : Build fingerprint: 'oculus/vr_monterey/monterey:7.1.1/NGI77B/821490.13210.0:user/release-keys'08-16 15:00:39.390 23044 23044 F DEBUG : Re
When using Quest + Link, OVRInput.GetControllerPositionTracked will always return trueBut when tested on the Quest in a build it will return the correct value.
The functions for getting Boundary Dimensions and Geometry all return 1001 = ovrSuccess_BoundaryInvalid: "The call succeeded but the result is not a valid boundary due to not being set up."I tested these four functions:ovr_GetBoundaryGeometry()ovr_GetBoundaryDimensions()ovr_TestBoundaryPoint()ovr_TestBoundary()I'm using Libovr 1.43 in C++ on a Quest over Oculus Link.It seems the boundary data is not copied from the Quest to the Oculus driver on the PC. Is this a bug? Will these functions be implemented in a future version? If yes, when approximately? (If it should already work and I'm doing something wrong, please tell.)
We created a custom app on the GO and sideloaded it on to a number of GO devices. But now the GO is gone, and the client wants 30 more headsets with the exact same app. (Which is a very simple game). Can we easily port this to a Quest? Or are there better alternatives. Any help here would be greatly appreciated.
Hi all, I'm trying to stream real-time OSC data to the Quest - and from the Quest back to a particular program (Max 8). Has anyone had any luck in doing this? I am using Unreal Engine 4 to build an app for the Quest - which I'm hoping to launch in the Quest and receive the data (in real-time). Desperately trying to find a solution for this, so any help would do. Many thanks!
Tried Unity 2019.3.5 & 2019.3.12Unity Android package 2.38.6Oculus SDK plugin (not XR plugin): 1.44I'm using dynamic FFR as well as static FFR (option on menu). I'm seeing a very strange line "seam" between geometry, although the geometry is continuous.I've captured using renderdoc and the effect was not present. It is only present in the headset at the intersection boundary of the lower resolution FFR areas. It changes between the medium and low res as well.If I disable FFR the effect goes away. It appears to be related to the distance of the geometry. Closer terrain sections do not show the problem.I've tried changing the near and far clipping planes, disabling MSAA and Multiview/multipass but it didn't help.
Hello. I am using Unity 2019.3.15 to create a Quest build. I'm new to this. But I have meticulously followed all the suggested configurations and settings before proceeding with programming. After practicing on smaller stuff and after 3 full days of starting and then realizing I needed to start over, I got everything finally working smoothly.As I work, I test the build by staying connected to my PC via USB and via Link. Then sometimes I build to the headset just to double check everything. I was happy with my build and even tested basic functions on friends and family. Everything was working perfectly but then Oculus pushed an update through and then my next build became stutter/juddery. The field of view is also much smaller. The only changes I made in Unity were to the UI, the audio and to some capsule colliders for improvements so I don't know what could possibly be the problem. I was confused about the update because I
Hello,Sorry if it's a noob question, I just got my Quest yesterday. The "Unknown sources" menu seems be no longer since the 19.0.0 update. Instead we have a "display developer thread" option in the home menu.But every time I select that I have a : "an error occured please retry later" and I not able to go back to the default thread anymore without restarting the Quest.Any idea to fix this ? Can it be related to my developer account ? My exact running version is : 19.0.0.341.531.231192412
There are a bunch of problems with Oculus Integration 18.1. Only see black screen when launching app. When returning to Oculus Integration 17, can see game again.2. Much longer build times. There seems to be many more shaders/textures added to the package which slows down builds.
Our users have been complaining about a couple of recentering issues lately. One is that occasionally, if you have the home menu positioned correctly, when you launch the app the floor suddenly gets lowered by several feet, necessitating a manual recenter command. The problem with this is some users don't know how to recenter, and others don't recognize that the floor is lower and blame the app. This seems like an OS or Unity level bug; if we aren't going to be given manual control over recentering (according to https://developer.oculus.com/first-access/santa-cruz/post/2265251466819472/) then this bug needs to be addressed. I see this on my personal Quest fairly often.Another issue is that on a few people's Quests (and I have observed personally) is that when you attempt to recenter, rendering freezes and timewarp kicks in for a few seconds. When things come back to normal, the recenter hasn't happened. The only way to get it to recenter is to fully quit the app, recenter in main
Does someone know how to disable the system icons that pop up when your palms face the face (see pic below)?Also unwanted is the Oculus system menu popping up if I pinch the index finger.Is there a way to prevent this happening? I tried everything in the OVRHand prefab and OVRManager.I'm using Occulus Integaration and Unity 2019.Thx, Volker
I'm running software version 231192671 on my Quest.When I enable developer mode (from iPhone) and connect the Quest to a PC, it flashes the dialog that is supposed to ask me to trust the PC with USB fingerprint xxxxxxxxxxxxxxxxxxx, then that dialog get's overwritten by the dialog asking me if I want to enable virtuallink.I cannot figure out how to get back that "Trust this PC" dialog, and as a consequence, I believe, Unity is failing when trying to push a build to my headset.Previously, I was able to answer that dialog and check the "always trust this PC" checkbox, but after a factory reset I've never been able to again, so I'm unable to publish to the headset now from Unity.Any thoughts on how to get that dialog back would be much appreciated as I'm kinda stuck now.
my quest is being annoying, i start the quest and doesn't remember my guardian, then when i finish the screen goes black and gets me to redo it multiple times, i then open a software (echo vr) i press play then the screen goes black and i cant do anything, i cant turn the quest off, i cant use my controllers, i cant see anything, but it still says that it is on and its still doing it right now, also i put it on and that cheap plastic pieces on the side crack, i mean if im spending $550 CAD plus tax i think the headset should at least work and not be made of cheap materials...just a thought
Hello,I'm having issues with the entitlement check on the Oculus quest, it always fail.Yet it's working perfectly on Oculus Go and GearVR.I'm using the latest OVR SDK integration from Unity asset store; 1.37.Any idea what's happening here ?Regards,
Unity: 2018.1.9f2Oculus SDK: 12.0 / 13.0 / 14.0It looks like the last few versions of the Oculus Unity Integration are not working on Quest when built from Unity 2018.1 anymore.Reproducing:Create a new Unity project in Unity 2018.1.9f2Download Oculus Unity Integration 1.43 and import it into the project (enough to import just the VR subfolder)Open the Oculus/VR/Scenes/Cubes sample scene and set it as the only scene in the build settingsOpen the project settings and make sure these settings are correct:* Virtual Reality Supported is checked in the 'XR Settings' section* Only the 'Oculus' SDK is selected in the 'XR Setting' section 'Virtual Reality SDKs' list* 'Minimum API Level' is set to API level 16 in the 'Other Settings' sectionBuild and run the application to QuestThis should run correctly.Now try following the same steps, but replace the version of the Oculus Unity Integration in step 2 with version 12.0 or above and the application will not run correctly anymore. Instead, it
Can I assume that all users that will download my new patch will have the newest Oculus software version 19? ThanksTomasz Klin
Hi,I develop for Oculus Quest on Unity 2019.3.8f1.I want to take a screenshot when my user push a button on the right controller.To do the "screenshot" part, I use the following line :ScreenCapture.CaptureScreenshot(Path.Combine(Application.persistentDataPath, "screenshot.jpg"));This one work on Unity Editor, not on the Quest. I've put some debug so I'm sure this code is called. Just when I go in the right folder (with SideQuest), my file is not there.Can someone help me ?Thanks.
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