Quest Development
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How can I add my credit card to my oculus quest.
Hello,I have a scrip on one of my games that creates an object when you squeeze the trigger on the touch controller. I want to do the same thing again, but this time with the new hand tracking controls. I have the hand tracking fully implemented and button presses seem to work great, but I can't seem to figure out pinch gestures or how to get the location of the tip of the index finger. I think it probably has something to do with this though:PointerPose.localPosition = _handState.PointerPose.Position.FromFlippedZVector3f();PointerPose.localRotation = _handState.PointerPose.Orientation.FromFlippedZQuatf();//Example code to show current method: void Update() { var hand = GetComponent<OVRHand>(); //bool isIndexFingerPinching = hand.GetFingerIsPinching(HandFinger.Index); bool bDownLeft = OVRInput.GetDown(OVRInput.Butto
I'm working on an AR app, and I'm currently prototyping on an Oculus Quest. Since we don't have access to the passhrough camera system, I was thinking that I can find a small camera with the same specifications to mount on the front of the unit and video edit the video captured between the new camera and in-game play footage, in order to get a feel for some AR mechanics I'd like to visualize.Does anyone know any information on the passthough camera that would help me pick out the proper camera to use?Thank you in advance for any help.cheers)
When I try to connect the Quest to my computer with Link cable, and open the "Link Room"/connect Link, it starts to lag like crazy!!I have not even pressed the Desktop button yet, which result in even worse lagging and ultimately hang.I want to connect to Unity to test my development in Unity, but it does not work.Is there a driver or something for Quest? Or what else can be the reason for the super lag in Link mode?I have new hardware that is more than the requirements for Quest, even for Rift S:- Oculus Quest with original Oculus Link cable- Gaming PC with Nvidia RTX 2060, 16GB ram, SSD, Ryzen 7 4000 Series, Win 10- Updated with latest Oculus version on PC & QuestSo something must be very wrong somewhere, question is what? Any help would be very appreciated, thanks:)
Hello, how can I scroll through UI with hands only in Unity. From the video on YouTube "Hand Tracking Deep Dive: Technology, Design, and Experiences", at 0:58, it is the exact effect I want to achieve. Any help would be appreciated! Thanks
The game arizona sunshine has disappeared off the store can I get some help
Hi, I am trying to make a game with hand tracking. And I want to hide fingers excpet thumb. Should I change the hand mesh or make a musk on hand?
Hi. I'm trying to set up the Mixed Reality Capture Tools but I'm troubled.I want to connect my Oculus Quest and capture, but I can't.(Being Capture No.2)Until the previous procedure, everything went well.These are what I did and checked.・I tried my computer and Oculus Quest reboot.・All over again from the beginning, but no matter how many times I do.・I checked my Quest IP Address many times, so it's not the cause.・OBS version and plugin version are same.・I can't even do the corresponding MRC-enabled app like SUPERHOT.This is my environment.PC:Mac OS Catalina(I use Parallels Desktop windows 10)OBS: 24.0.3 64bit(win)MRCTools: 3.1(latest vertion)I thought it was caused by windows in the virtual environment, but I didn't have any problems in the process so far, so I don't think this is the cause.Please let me know if you know anything. One step behind!
Hi,I hope this is the right place to get help. I'm new to Unity and developing and have a problem with my project for the Oculus Quest.In my project I have five similar scenes. Each scene contains a different 360° panoramic Video (I used this guide: https: //docs .unity3d. com/Manual/VideoPanoramic.html).In each scene there are two UI Buttons that, when looked at for three seconds, takes the user to the next/previous scene (so A<->B<->C<->D<->A).When i try to build and run on the Quest i get an error message: Gradle build failed. I have attached the whole Error message. I'm using Unity 2019.3.11f1. I don't know what Oculus SDK i'm using and how/where to look that up. However I downloaded the use the Oculus integration 17.0. from the Asset Store.Anyone have an idea what causes the problem and how to fix it?The wired thing is that I have successfully build and run each scene individually. Then I have tried to build and run two of the scenes together. This was alwa
Hello. So I am tackling a mystery; has anyone run into issues with Unreal builds no longer running on Quest after the latest OS update? Prior to the v18.0 Quest OS update, my projects were running fine on Quest. After the update, any new build I create with Unreal 4.25.1 will not run on Quest. Prior builds install and run fine. I went back to an older archived version of the project from about three weeks ago, tried to build it again, and the new build wouldn't run. However, an archived build did run. It is so confusing. As far as I know, Unreal had not changed. I even went ahead and compiled the Oculus cut of UE 4.25.1 to get the most up-to-date SDK, and those builds won't build either. It is driving me crazy. As far as I know, only the Quest OS changed, but that still doesn't seem to explain why only new builds won't run vs archived older builds. I'll try to bullet point it below. Any help would be, well, helpful. Thanks!1. Builds created in UE 4.25.1 run fine on Quest.2. Quest updat
So basically what happened was, I hopped on to my oculus quest without link, or mods, because I don't even have any. Or even anything, just regular old Oculus Quest and regular beat saber, along with my bluetooth airpods. And the wierd thing was that it was choppy ya know, like a stutter or lag. Any suggestions?Would really help me, and other people. Thanks.
HiI have a few questions about the FFC (Front facing cameras) and Hand Tracking. Our app is made for Oculus Quest and we are using Unity to develop our app. The question is can we access the FFC images to better the hand tracking or completely implement our own hand tracking. The normal hand tracking that comes with the Unity plugin is not cutting it for us and we have had to create workarounds. My questions:1) When the hands go on top of each other and the cameras lose sight of the hands they end up in the wrong transform.position. How can I access the hand tracking data from inside Unity to see what is happening just before this happen. I cant seem to find the right place from inside OVR to get hand tracking data other than controller data. What points does the front facing cameras map and where can I access it?2) Can we access the FFC:s in Unity? This was done fairly easy on HTC Vive Pro but I can not find anyway to grab the images from the Front facing Cameras. I would like to
I've successfully published my app to the Go, and I can see the app in Developer Feed on the Quest - but how do I actually _play_ it simultaneously on the Quest and Go?Specifically - I'd imagine that maybe the reason it doesn't show on the Quest is due to V2 signing? or maybe needing headtracking enabled?Assuming that's the case... since there is no dedicated Quest release platform, how do people do this? I don't mind having the same exact build (e.g. just 3dof on the Quest), just want to be able to actually find it in my library and play it on both headsets!I'm building in Unity, but I do the signing as an external step (via `jarsigner` currently... I suppose I need to switch to `apksigner` to do V2 signing?)Not talking about Store distribution, this is specifically for development or internal team stuff only. Thanks!
Hi, all!I'm trying to create simple scene for my Oculus Quest (I use Oculus Link to test)I've installed required XR PackagesBut I get ErrorsMoreover I launched this project on 25 May and it wqorked fine, but now it seems something went wrong. Perhaps Oculus Quest was updated...I suppose Unity (2019.3.13) can't see Oculus Quest via Oculus LinkCan anyone help, please?
In my current project, based on the native Mobile SDK and Vulkan, I'm attempting to combine a regular Projection layer with a Cubemap layer. As far as I know, everything is set up correctly - from the creation of the swap chains, filling them with images, up until the creation & submitting of the layers themselves. Something is wrong, however - I can either render the Projection layer or the Cubemap layer, but not both. (Just to be clear: I *did* remember setting .LayerCount = 2 in the ovrSubmitFrameDescription2 instance, for the test. Also, I *did* remember to specify the cubemap layer first, and the projection layer second).Since both can be rendered separately, but not together, I can only think I misconfigured the swap chains somehow, so one blocks the other in some way. Where should I begin checking things in my code to attempt to find out what's going on?So far, I've been unable to find examples of code that performs this exact task using Vulkan - where is a good place to fin
Hello,i'm looking for the .fbx of the Quest/RiftS controller in a detailed version.I mean, on the oculus integration package, there is the .fbx but not in a detailed version where i can change the materials of the buttons...I saw you detailed it for the Rift controller... it's weird i can't find it for the quest.Thanks for the help
I am trying to get a update out and since updating to 'Unity v2018.4.23f1, Oculus Utilities v1.49.0, OVRPlugin v1.49.0, SDK v1.1.34.0.' I keep getting a random crash. Here is the LogCat log:05-28 01:19:56.551 725 1325 W TrackingService: Failed call to onButtonDown with error: Status(-129): '-2147483646: '05-28 01:19:56.551 725 1325 W TrackingService: Failed call to onButtonDown with error: Status(-129): '-2147483646: '05-28 01:19:56.565 725 1325 W TrackingService: Failed call to onButtonDown with error: Status(-129): '-2147483646: '05-28 01:19:56.577 725 1325 W TrackingService: Failed call to onButtonDown with error: Status(-129): '-2147483646: '05-28 01:19:56.612 725 1325 W TrackingService: Failed call to onButtonDown with error: Status(-129): '-2147483646: '05-28 01:19:56.715 1054 1153 W InputDispatcher: channel '731af9d com.endspace.quest/com.unity3d.player.UnityPlayerActivity (serv
I submitted a WebXR game for the Oculus browser but didn't receive any feedback yet. Can you tell me how long the process usually takes?
Does anyone know of an app for mind mapping that I could use on the Oculus Quest? I had bought a quest thinking Noda could be used on it - but it can't. I did buy an Oculus link cable - only to find out my computer doesn't meet the requirements to use rift software. If anyone could help me figure out how to use mind mapping / a brainstorming app on Quest, that would be amazing.
Has anyone used the pak file open order feature from Unreal Engine to reduce load times on Oculus Quest?Would this feature even make a difference on random-access storage?The feature is documented here : docs.unrealengine.com/en-US/Engine/Basics/Projects/Packaging/index.html#orderingyourpakfile
We're developing a Quest app to be used in a public venue. For ease of use we have barely any interaction, and the hand tracking feature saves us from having to hand people controllers and what not. The app itself works fine. The only issue we're facing is that without the controllers present and visible to the Quest, we're getting warnings (black box, white text) that the controllers are not found. And I can't seem to find a way to make the Quest understand that that's exactly what I want :smiley: Is there a way to full turn off such notifications in the app? I'm not looking to publish an app so failing any Oculus requirements for publishing is not something I'm worried about. We may eventually even switch to the "for enterprise" version of the Quest if we can finally get a response to our requests.I have tried to remove the batteries from the controllers, unpaired the controllers completely, etc. but all to no avail. This does seem to reduce the frequency of the warnings, but it
We are enabling both controller input and hand tracking input, however, if the user starts our app using controllers, the black models used for hands will not be hidden. The user must then put down the controllers, engage hand tracking, then pick up controllers again to get rid of the black hand model meshes. How do I properly disable those black hand models meshes if a user decides to use controllers only? (pic attached)
I ordered my Oculus Quest on June 13, and I still haven't even gotten acknowledgement of my order's existence. I was just wondering what was up.
My oculus quest is going into an infinite loading loop despite even me factory resetting it, right after oculus boot logo. Before I factory reset the only error I could get is some vulkan graphics driver error from the logs. As if it is initialising and then failed. I could see the screen for a split second with the loaded stuffs but it’s not like loaded in the world view camera (it glitches out and go back to loading dots again). I even made sure to go into the “safe mode” and uploaded the latest firmware to no avail. Is there a fix to like seriously factory reset this for good or is this some software/hardware that only oculus can fix?Even support could not fix this and redirect me here to the forums.
I've been running tests on playing back 360 video content in the Oculus Browser (assuming its version 10.0) on a Quest and am getting a lot of unusual behavior. The browser doesn't seem to support over/under stereo content in 1:1 or 2:1 aspect ratios. It adds letterboxing and pillarboxing to reformat the content in a 16:9 aspect ratio. It also has very limited H264 level support, I couldn't find any official specs, but based on my testing it looks like anything with a resolution beyond what level 5.1 supports won't play back. "Best" quality I can get so far is a 3840x2160 16:9 formatted mp4 but it doesn't stretch the video properly so you get a black seam line down the back. There's no cubemap support so you can't go to Facebook and play back a video, youtube doesn't work (which isn't oculus' problem per se, but still...) it's essentially a useless browser for anything 360 video related. Is there any resource for best practices with that browser with encoding 360 (i.e: resolution
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