Quest Development
Recently active
I'm wondering if anyone can guide me towards an API that would allow me to get the currently set volume on the Quest headphones?I'd like to know if the volume level is very low or silent so I can add a visual message letting the user know that their device volume needs to be adjusted.Thanks in advance!
Hey there, is it possible to receive OSC Data via UDP on the Quest?If yes, is there an open default UDP-Port or is there any way to open a specific Port?I made a Unity Project that works on my Laptop but it doesn't on the Quest.I think it is because the UDP Port isn't set-up properly.Any ideas how to figure this out?
Hi AllI am getting started with developing for the Oculus quest using the native mobile sdk and at the moment I am going through the examples included in the sdk folder. 1. Are there any plans for migrating the gradle build scripts that are part of the framework and examples to be compatible with the latest gradle version (version 5 and above). 2. Is there an option for the Android Studio to use an emulator as opposed to a real device for building and running changes ?3. Is there a workflow documented some where if I wanted to use cli instead for building my apk.Also if some one already has a set up for their Mac (that is up and running ) and don't mind sharing a github project please don't hesitate.Thank you
I’m looking into creating an installation using the Oculus Quest in a physical space which can be explored. I will accurately model the physical space with the intention of matching up the virtual and physical locations such that the user will be able to touch the physical walls of the space (among other things) and they will match up perfectly with the virtual space.I saw something similar at Oculus Connect 5 with the Dead and Buried Arena.My question is how to go about ensuring that the virtual and physical spaces are perfectly in sync? Is there some method involving markers in the physical space? If tracking gets lost due to obstruction of the HMD at some point, how to ensure that proper tracking and synchronisation is regained?Has anyone done something like this? Or does anyone know how they achieved in in Dead and Buried Arena?
I am trying to come up with a good way to log hand tracking data (i.e. position of each joint over time) and storing it in a CSV preferably. Right now I am thinking of using the native SDK and attempting to write the data locally to the device, but I was wondering if there was an easier way? Perhaps some way to do it through Unity?
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'm trying to teleport a user that meets certain criteria to a specific location on my level. I'm using OVRPlayerController and have a container object for that controller. Whenever I move the container via container.transform.position, it moves the container but also randomly moves the OVRPlayerController inside of that container. How can I disable this behavior? The CameraRig from OpenVR works just fine with the same approach so it's only OVRPlayerController affected by this.
I have an Oculus Quest game written in Unity 3d with is playable with both controllers. It can be played on Oculus Go with the only controller but the game mechanics need to be changed so I need to know in runtime if that an Oculus Quest or Oculus Go device. I'm currently using the following approach which is reported by Oculus Go users doesn't always work:``` if (OVRInput.IsControllerConnected(OVRInput.Controller.LTrackedRemote) || OVRInput.IsControllerConnected(OVRInput.Controller.RTrackedRemote)) // Oculus Go Logicelse // Oculus Quest logic```I've also used the XRSettings device name property (Quest/Go) but it seems to be deprecated.What is the best way to distinguish the Oculus device in a Unity + Oculus SDK game?
While working on a new update for our game Wands, we stumbled upon this new bug on Quest where the screen flickers and black lines appear on screen. I would share a video but apparently I can't post links yet.Due to a tight schedule I figured I might ask here if anyone has ever encountered an issue like this before and if you have any solutions for it.Since the last update to Wands we've switched to Il2CPP and Arm64 architecture, we're developing in Unity 2017 (LTS) with OVRPlugin version 1.48.Attached is a log from the encounter.Thank you!/Hannes
Hi!, we are developing a Quest game using Unity 2019.4 with Built-In Render Pipleline Graphics (not URP)We added a particle effect for an explotion. When we compile and test it... the right screen of the Quest freezes until the particle animation ends. What is happening?Oculus SDK: Oculus Integration v17.0Setings:Shader:Greetings
Hi, (repost: I had this wrongly posted under unity-dev)I really like the white outline dark hands in the quest system UI. (shown at bottom of this page: developer.oculus.com/design/hands-design-ui/)I guess it's a shader that makes it possible? Is it available to use, and if not, how can I re-create something similar?Thanks for any help!
I don't know if I should have put the category as Game Design or Oculus Quest Development, and I originally wanted to put it in the reviews for The Runaway, but couldn't figure out how to do it. So, I'm putting my question here. I don't have a rift, only a Cosmos Elite and an Oculus Quest. So, Will Doctor Who: The Runaway be supported by Oculus Quest soon? Pleeeeease?
On Oculus Quest:We've had some Supernatural users email us about an issue where the screen gets covered up by black squares (see attached image and video: https://drive.google.com/file/d/15-ILRwWuoodbGLYOrfqfl74jB21jmHZB/view?usp=sharing). I personally have occasionally seen a small line appear in the Oculus Home menu after disconnecting from Link, although I haven't scene them flicker like the user who reported this did.In any case the black squares don't appear to be specific to Supernatural and persist across multiple different games and apps, until the headset is restarted.There is a post on the consumer forums about the same issue in Racket NX:https://forums.oculusvr.com/community/discussion/79483/random-black-squares-problem
Hi, we are doing research on pose recognition for VR and would like to use the Oculus quest to get the pose data while letting the participants play whatever game or service they want in the foreground. While we understand the resource limitations of the quest in comparison with PC leveraged systems that makes the quest OS close background applications.We hope there is a neat trick or tool that would enable this functionality without having to connect the hmd to a computer to run steamVR, which has been the solution so far to get the pose data. Thanks in advance for all help on this issue!
For this of you who have the Beta Link option available, I would like to discuss some troubleshooting parameters that might have your games crashing. If you have game bar from windows enabled, I would recommend disabling it while using the Link Function. It causes the Steam VR to fail quite a bit as when it tries to optimize it causes a sever malfunction. The same goes with Razer Cortex gaming optimization. For any of you owning Razer products It might have been installed with your Razer Synapse. This can also cause the program to malfunction while operating. And finally another item that may cause it to crash is Nvidia idea of recording gameplay. I would recommend turning off GeForce Expereince as the pop up can drop frames and latency connection with the Oculus Link and can result in crashing or connection failure.
Are we able to do this yet? Or do we have to keep utilizing SideQuest? The OVR CLI is giving the same error about the manifest, but HandTracking = true is already in my manifest.Any updates?
I wanna try to make MRvideo.(Oculus Mixed Reality Capture Tools) I consider buy a camera.Which camera is better to use [Logitech C922] or [GoPro]?What are the characteristics of each?If Gopro is better, which GoPro series is best?Is it good to choose a good tracking tool?I would like to know what I should emphasize.
Hello everyone.Good morningI am building Rehabilitation Treatments by Virtual Reality games (mainly for Oculus Quest) and according to what the medical specialists on the subject advised me, I have to use an environment similar to Down The Rabbit Hole, so Does anyone know where could I get any similar to it?My challenge is finding a balance between both themes( Nice visually and that the patient do not distract with the Environment around him/her.Thanks for your time
Hi all, I'm using Unreal Engine 4.25. The project builds without errors in the output log, but I'm getting this error in the headset. I'm hoping some of you can shine some light on this issue I'm having. You're help is much appreciated.
Hello,We are currently developping a quest application, but when creating a new app we don't have the option to select Quest as the device. We can only choose Rift and Oculus Go/Gear VR. When will this option be available for us ?Thank you,Vindevogel Taho
Now I'm trying to use hand tracking in WebXR."Hands and pointers" mode works as current XR input source.So I m trying "Allowed, no controller emulation" mode , but there's no reference and examples.Is it possible to share information about native hand tracking interface for oculus browser?
Hi, I own an Oculus CV1 and I developed WebVR apps that I run from Firefox on my PC.I'm planning to buy an Oculus Quest and I know that in theory, using the link/usb cable the Quest should work as a Rift.I mean I need to run the WebVR app from my desktop PC because it requires a high-perfomance GPU (RTX 2080).I just want to be sure that there will not be any compatibility/driver issues that limit this possibility.I also want to know if there is some noticeable difference in the framerate or image quality when you use the Quest/link vs RiftThanksFederico
When the user presses the oculus button it will recenter the playspace for the user which will ruin the experience, is there an event for when this happens or any other way to detect it?
I am creating a shared space multiplayer project, where multiple quest users are walking around in the same space. If the user walks through virtual barriers, they will be able to walk into other users and, you know, punch them in the face ??. I want to be able to turn on the passthrough camera if they get too close to another user, so they're taken out of the VR experience and made aware of the danger. Is there a way for an application to switch over to the passthrough view?My app doesn't need any access to what the passthrough view is showing, I just want it to render on top of my app, the same way it does when you stick your head outside the guardian boundary.
Ive spent way longer than i thought i would on this, like days...So id like to use the grabing scripts to grab a gun model and have it snap to my hand in the correct rotation.So far ive tried setting the position and rotation to a GameObject, ive tried placing the GameObject in several places, either a parent of the gun itsself or at 0,0,0 in the world and it allows me to grab it but it snaps to a weird position and its never the same position its always a random angle and in the center of the gun model, ive serched tens and tens of forums and youtube videos for a solution but none of the suggestions work,any help would be greatly aprteciated, please and thanks!
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.