Quest Development
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Hi,Is it possible to override the Quest cameras and use the hand tracking feature with different cameras ? Say two webcams.Or is there a PC version of hand tracking, is another way of asking this.ThanksAdrien
I'm not sure if this is the right place or how exactly to reproduce my issue, but here is what happens:I build my game on the oculus quest from unity and if the guardian is set to stationary, everything works excellently.If I instead have the quest on roomscale and draw out the guardian boundry, then run my game on quest, there is an area where the textures are going crazy and the quest lags terribly.If I hook it up to my desktop and run the game in oculus link in stationary OR in roomscale, both work just fine. There are no problems in the Unity editor and I havent called or utilized the boundries in any of my scripts. I am not the slightest bit sure how I caused this, but any starting place with troubleshooting would be fantastic!
Hey everyone,I've spent the last few hours trying to solve this but I'm not sure anything can be done about it. Using latest unity and oculus integration package.I'm using a 96x96 pixel wall texture on cubes to create an old grid based dungeon crawler. The texture is crisp but there are constant flickering jaggies between the pixels.I've tried a million things, most texture settings, putting the texture over more quads, AA 4x, 8x, etc. and it only works if I set the filter mode to bilinear. Unfortunately, this blurs the texture.I'm pretty new to 3d so I could be easily missing something.Anyone have experience with this?
Hello,I am trying to use deep links to open up my quest app and receive some parameters there but I can't find any information, all i could find is a doc to do this but from app to app, not browser to app.Can anyone help?, if not deep links would domain association work?.I took a look at the Recroom app on the quest, and you can't launch their rooms from the browser on the Quest... so i'm assuming this isn't supported?. Any idea if it will be supported?Thanks!
Hey guys!I’m developing a training tool for the Quest and it would be quite beneficial to be able to pair 3 controllers to the Quest. Does anyone know if it’s possible to have more than 2 connected controllers? I’d be looking to switch the active controllers in real time based on button presses.
My Oculus PC software is at 17.0.0.183.462. My Oculus Quest run-time software is on version 17.0.0.168.x.x The Quest software must have received an update as 1.) during guardian setup I'm now seeing red dots/voxels indicating if things are in the way 2.) the odd off-axis positioning of menus on startup bug is gone. However immediately after my Quest booted with this patch, Oculus Home has now stopped working.... I tried switching to the Beta Public Test Channel and restarted the Oculus Home software with no luck.... Guys this is NOT how it should be done. I just finished a 12 hour day behind the keyboard, working on a VR project... was near the finish line and now I'm completely blocked from moving forward because I received an update that has now wrecked my ability to do any more work.I don't know the specific issue here, and I know that Oculus seems to believe that this is a non-issue now (version compatibility "within 2 releases" is what I recall), well there are stil
I have a box collider that is a trigger with a Script that runs Platform.Achievements.Unlock("HELLO_WORLD") because my Simple achievement name is "HELLO_WORLD". From what I understand from the documentation, this should work, as this achievement is marked as a Client Authoritative write policy achievement, but nothing happens when I make contact with my box collider. Is there an extra step I need to take?
My app is now able to issue Oculus keys.However, I am having trouble trying to register the Oculus key in my account.Can't I register and download the Oculus key on my Oculus device?Please beg for help.Thanks,Jin
I am developing a game to be released on Quest. I submitted a pitch presentation document for my game to be released in late April, but I haven't received any feedback until this month is over. Even if the business process is late due to the covid-19, it seems to be too late. Why is the process so slow?Anyone who knows about this, please answer me :{
HiDoes anyone know how to disable the system icons that pop up if you face your palms up?
Currently, I am working on my thesis for my degree and have built a VR piano game using unity 3d to help my studies. If there is anyone willing to help me it would greatly help in making my study better. The game isn't anything huge and it's not graphically amazing, simply because I will not be graded on the design of it. In short, the functionalities are the only things that matter.Contact me on discord: ZeroNationZN#3279Send me a private message so I can add you to the server so we can talk about what is working and what isn't. Thanks in advance.
I notice the grab function is completely off somehow. Like it will rotate the box whenever I try to grab it. After a whole day long of debugging and testing, and finally nailed down to the rotation error the CustomHand. If anyone got issue with the GRAB and the CustomHand, try reset the CustomHandRight / CustomHandLeft's Rotation angle to all (0,0,0), and then update the Rotation in the skeletal instead. That fixed it finally.
In unity using the AvatarGrab example, I've noticed that when throwing things with a spin to it, the rotation will be in the wrong direction as soon as the grabbed item is let go. This happens with my own projects using the OVRGrabber/DistanceGrabbers and also in the Demo scenes.Has anyone else noticed this? Any input on how to solve this? Has a bug been reported? I couldn't find anything.Here's the behavior, very noticeable at 0:16:https://www.youtube.com/watch?v=Upqvy-5egIo
Hi AllI am building Recovery Treatments for Human Health problems by VR games and mainly the player will do will be the tasks of daily life but I am looking for some Fantasy Interior Environment and mainly that was compatible with Oculus Quest, so Could you could advise me what would be my best options for this?Thanks for your timeAlejandro Castan
I'm working on a VR application (in Unity) for the Quest that one of its features is to be able to record yourself from a camera. I have tried some assets like VR capture (by RockVR), but they only work on certain platforms such as Windows or macOS. I have also tried capturing frames and then converting them to a .gif or .mp4 file but that also requires a platform-specific library. Does anyone have a solution?
Hi, we are developing a hand-track game, there is a tracking requirement "VRC.Quest.Tracking.1" for the oculus storeIt says "Sitting- The app must be completely playable while seated."Is that nessesary with the hand-track mode? Thanks!
I'm trying to build a simple FPS with a mouse connected via the USB port to control the crosshair using unity but I'm finding that the mouse values I receive get clamped.I initialize cursor controller like so: void Start (){ UnityEngine.Cursor.lockState = CursorLockMode.Locked;}And retrieve the cursor delta with this linevar delta = new Vector2 (Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y"));The behavior I'm seeing is that the delta is returned fine to begin until I hit the edge of an invisible wall At that point the delta values become zero in the axis of the wall I hit.When I log UnityEngine.Cursor.lockState out on a device build it says that it's no longer locked.It seems to me that two things could be going on- The cursor is not being locked, and the feature is not supported- Something is unlocking the cursor lockCan anybody shed any light on what's going on here?
Hi everyone,I am quite new to Oculus and Unity but I managed to set up a project and detect the pinching gesture.According to the Reference Guide (v16) the OVRHand Class has only 3 public functions and all is about pinching.In my project I want do use some more gestures. So I thought I could implement my own similar to the way it was done in OVRHand. The Pinching Functions get the HandState from OVRPlugin.HandState.So I have two questions. Am I on the right track for detecting new hand gestures? And where can I find a detailed documentation about OVRPlugin.HandState? I would like to know which functions it offers for use.Thank you.
Hi all,I have been building my custom VR game in unity and playing it. It is working seamlessly. But when i try to Record the experience it is getting crashed in some time.Recording is working with other application without any issue like BeatSaber,SuperHotVR etc. But when i try to record custom unity app it is getting crashed.Please help me out i can not able to share with others since am not able to record it.
How long it usually takes for oculus to update their UE fork? Weeks or months? Just curious. :)
Hi, I've installed both of Unity3D and UE4.And successfully deployed the first test app to my Oculus Quest. (It took a few days)I know it's not an easy question. But I'm really confused about which one I should continue with.Could you give me some tips? Some good reasons that I should choose one over another one.One thing I discovered is that, with Unity, you can test Headset without deploying it again but just use it in the live play, whereas UE4 doesn't have such a thing. Is that very useful?
We are trying to field a question from one of our clients before they purchase Oculus Quest hardware. We are wondering whether this sort of auth is supported on Quest, and whether users on certain corporate networks that require additional configuration will be able to connect.
Hello,In the past, our team has been able to get RenderDoc captures from the quest for graphics debugging and analyzing performance, but having recently upgraded to the Oculus 4.24 Unreal branch with Vulkan enabled, we get a crash when trying to perform a capture, even with a grey-box test level. RenderDoc connects to the Quest and successfully launches the process, it only crashes on the capture itself. I've tried both the 1.6 stable and most recent (2020/4/26) nightly build of RenderDoc, with the same result. Is there an older version I should revert to? I also tried setting `adb shell setprop debug.oculus.zram 1` in case of memory issues, but it didn't help. Here is the crash callstack we get from the logs:Build fingerprint: 'oculus/vr_monterey/monterey:7.1.1/NGI77B/655140.4720.0:user/release-keys'Revision: '0'ABI: 'arm'pid: 17902, tid: 18209, name: RenderThread 5 >>> com.Sanzaru.NewGame <<<signal 11 (SIGSEGV), code 1 (SEGV_MAPERR
Hello, I am kinda new here, so I hope I don't do anything wrong.I am currently working on a VR Game and doing the first steps with the 23 hours Unity - Oculus Tutorial: Design, Develop, and Deploy in VR.I am right now in Unit 5.4 and have a Bug I am not able to fix. The problem is: I can't find any information about this, so my Amateur ass can't find a workaround.The Bug: In Unit 5.4 they try to teach us to use Rigidbody, so a grabbed Object can interact with other objects in the "physical correct way".To do this I turn the in the script "Grab Interactable Follow Action" the "Follow Tracking" Parameter from "Follow Transform" to "Follow Rigidbody".Due to this change, whenever I grab the object it just completly "freaks out". Rotating and moving around the hand in an extreme speed, like it's bugged inside the hand maybe?Has anybody any ideas, the same problem, or workarounds?Thanks for your help!
Hey y'all. My Oculus Quest, as the title says, doesnt load on my computer anymore. It is connected via a USB 3.0 cable which works for Oculus Link also. But since a few days, my Oculus just loads with the original Oculus cable.
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