Quest Development
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hey,I want to add a sterioscopic vr camera to the Quest to allow a high quality passthrough video feed.I checked the Zed mini camera, but it's not compatible (something about Nvidia platform).Any suggestions? alternatives?thanks.
I saw this in the latest API note:"Gamepad input API has been marked as deprecated and will be removed in a future release."Is it going to be replaced by something else or is the Quest lose gamepad support?Really really hope thats not the case!
OH NO!!!I've been using the OVR metrics tool graphic overlay to test each new feature in our game.Recently, it stopped appearing. Sometimes after restarting the headset it appears for a couple of seconds and disappear.This is a highly valuable tool and it's hard to move and add new stuff without it )-:my software version is 11 (I think it hasn't been working since the last automatic update. not sure what version I had prior).Thank you
Hello Everyone,I did extensive search but the information is super noisey so I straight up ask: Is it possible to connect a webcam to the oculus quest via an OTG cable like with any other android phone?Webcam OTG Support to access inside Unity?I would like to know if the oculus quest inherited webcam otg behavior from android? Has anybody tried to get this (into unity)?FPV 5GHz Receiver (Emulates a Android Webcam)Anybody who has seen drone videos may know that FPV (first person view) is a thing. The video of a camera is transmitted via a 5GHz transmitter and can be received with a FPV receiver. What many don't know: There are FPV receivers out there that present themselves as a webcam to android and iOS. It is rather straightforward to access this camera feed. I'd like to stick this on to the oculus quest. (Gif is not me; its from this youtube video id yES-lKj66aE — can not post links yet)What I plan to doI want to control a small RC Card with the Oculus Quest while seeing the Video Fe
Hey everyone!I am developing an application that supports local multiplayer between multiple Quests and Windows PCs. For discovering available Sessions the host sends a UDP multicast over the network. Those multicasts are then received by other clients and they hereby know the host's IP address.The discovery works completely fine between Windows machines and when hosting on a Quest and joining from Windows. However, when hosting on Windows and trying to join with a Quest the multicast is not received on the Quest and I am not able to join the session.Searching the internet for my issue I discovered 3 possible reasons why this might be happening:1. Setting up necessary Android permissions for the application2. Acquiring a MulticastLock to allow Android to process incoming multicast packages3. Apparently some devices are not able to receive multicasts at all.I already tried the first two reasons, but unfortunately I wasn't able to solve the problem.Has anyone been able to receive multica
I have a unity project that I have multiple headset SDKs in and dynamically switch based upon the headset being used, this has worked for a while now. I recently updated to Oculus SDK v16 and it seams like it is automatically adding items to the Android Manifest when i perform a build, is this expected, anyone know how to turn this off and let it use the one I created like before?
Hi, I'm just getting going with Unity and Quest, it seems pretty clear I need to get a better PC.Normally, I'm a Linux user, but I think the link cable setup doesn't work at all on Linux, and so (afaik) the only way to iterate while building is to do a full apk build, (unless just making script only changes). For the escape room tutorial that took around 5 mins, so it's not going to work.Trying Unity on a slightly old Windows PC, the editor itself seems great, but importing assets etc takes forever. So, I need advice on a "reasonable" setup for developing, my budget is middle of the road, a full on gaming PC will be a bit too high. My minimum requirement would be iterating on development no more than a couple of minutes each time (final build can be longer).I assume, a good CPU would be say I7 or Ryzen equivalent, would a lower end CPU work OK?I'm thinking 16GB memory, would that be enough? And probably at least a fast SSD for the project work, another HDD for other stuff (or is that a
I am implementing a dynamic loading screen in Unity using OVRLayers. I started with the OVRLayer and OVRLayerCanvas samples in the Oculus Integration SDK and have everything almost working except for one issue.My loading screen has 3 OVRLayers in this order: 1) A background Cubemap -- Composition Depth 0 2) A static Quad -- Composition Depth 1 3) A dynamic OVRCanvas-based OVRLayer to display status text and a loading animation -- Composition Depth 2I am able to smoothly fade in/out from/to my scene and the OVRLayer-based loading screen except for layer #3. For some reason, not matter what I try, the OVRCanvas-based layer fades out as the other two layers fade in and visa-versa. I simply cannot get it to remain visible in front of layer #1 and layer #2 nor can I prevent it from fading in/out. I've tried everything from reordering composition depths, to using opaque shaders. Oddly, layer #2 is essentially the same as layer #3, it's just not being
Source level available tomorrow on my patreon. New motion controller system: move, rotate & jump with controller sticks. Capsule collisions enabled.Video test here https://www.youtube.com/watch?v=Er8lvjrwmnYother video to show what you can do (valid also for VR) https://www.youtube.com/watch?v=tT0pYgtdS2M ;
Hello. It seems that since the v16.0 the hand tracking is not working anymore in Unity3D while using Oculus Link.My hands does not show up anymore.Do I need to have the Oculus Desktop app at v16.0 too ? If yes, How to upgrade ?
Hello everyone,I've seen in various tutorials people run their apps on the Oculus Quest device by simply pressing the play button in the Unity editor.When I do this, the app plays inside the editor, but not on the headset. I have to build and install the apk every time I want to test my app, which is very time consuming. Does anyone know how to enable this option?Thanks in advance.
Hello everyone,I am using Unity 2018.4.19f version with the 14v version of Oculus Integration, developing an app for the Oculus Quest.I have 2 scenes in my project, one for the menu and one for the game itself, when separated they work perfectly but when trying moving from one to another i have a weird problem where the laser pointer doesn't work anymore when hitting the canvas, its a bit hard to explain so i took a video here:https://www.youtube.com/watch?v=KWEoXGQi0-8&feature=youtu.beWhat i did was - at that specific screen (Lets call it main scene) i pressed "Continue treatment plan" which loaded the game scene, every thing works fine, and than i load back the main scene and that how it works.The things is that i have a "MainCanvas" object that contains the canvas and all other canvas in main scene, which i dont destroy because of data needed. i just hide the MainCanvas every other scene loading.So I feel like this bug is somehow affected by the DontDestory... some of the
Hello,I try to acces tho the Quest Movie Folder via Blueprint but all i tried doesn't work...I'm thinking that i have to do it via C++ but i just begin to learn it. I don't really know how to start to only load a movie file... Some help or exemple would be great to understand how to access to Quest local file.Thanks for the help !!
Hello everyone, i'm working on a game that need the player to be able to go through different portals. I want the portals to render the otherside. I found the exact tutorial that i needed from Brackey's channel : Smooth PORTALS in Unity.But because i'm working on VR, his project is not enterily working. The problem is that the view in the portals have distortion (Like if i had both Left and Right eyes rendering at the same time at the same point). I think it's because i'm only using the Center eye of the OVRCameraRig, and i'm not using the Left and Right eyes, neither using a render texture on theirself. But when i tried it didn't worked too. When i try to put several OVRCameraRig in the scene (in replacement of his Camera in his videos), my OVRPlayerController stop working (can't move my hand nor move myself).I dont know where to search neither where to begin to solve that problem.Thanks in advance for your help.
Hi, I'm currently exploring and learning how to develop Oculus Quest games/apps in Unity and I'm curious how I can quickly test my games/apps without putting my Oculus Quest on every time. Currently, all my testing requires me to build and run the APK and put on my Oculus Quest which lengthens the learning process. It would be great if I can see my changes immediately and experiment on the "Game" view on Unity. Thanks in
I am developing a game at the moment for PC and I am also planning to support Oculus Quest. I am having difficulty finding any information on how much video RAM quest has. Based on the lack of info, I'm assuming that it is shared memory ( aka uses regular RAM). Is this correct, and if not, where can I find more info? I need to make some key decisions regarding texture sizes, so need to know how much RAM I have to work with on QuestThx in advance :D
I have a code/application that is already running ok via Windows in VR. So it means that Gamelift Serverand the clients are already working ok. When trying to run the same code on Quest, seems it cant connect and stays in the Entry level that should reopen another level on connection suceeded. Any ideas? thanks in advnce
unity 2019.2.3oculus integration 13 and 14I have a Mac and use the oculus questI can't even begin to guess whats wrong it worked one day and not the next.I was working with external scripts that accessed the grabble but it worked even then. distance grabbable and grabbable both aren't working. I can grab with each controller. Just can't off hand grab. which is how you grab object out of other hand thats holding the object right?I tested to see if the allow off hand grab bool changed to false when I grabbed an object and it doesn't. I reimported the grabber, grabbable and distance grabbable.*************************************************Heres the grabber script/************************************************************************************Copyright : Copyright (c) Facebook Technologies, LLC and its affiliates. All rights reserved.Licensed under the Oculus Utilities SDK License&nbs
Hi Team, I don't want to be reliant on the internet,. and want to buy VR videos so I can upload them to the quest memory. However I am struggling to find content or sites where I can buy them> any help would be appreciated. ta
Our game is currently able to easily sustain 72fps in regular play. Using the OVR Metrics tool and Remote Monitor, it is using on average 60% of GPU and 40% of CPU.However, we've noticed that whenever we step into the boundaries of the Guardian System and the red grid begins to be rendered, the GPU usage spikes up to between 80 and 85%, while CPU is hardly affected.Is this expected? We have some larger, more visually complex levels in the pipeline and we're worried that even if we only use a reported 80% of the GPU, the game would stutter (and subsequently fail VRC.Quest.Performance.1) if the player is playing the game in a confined space and keeps crossing the boundaries.
Hey everyone,I am working on an app, made for a special event,We would need to have the ability to only have the app accessible to the client,If we do buy professionnal version of the occulus quest, is it possible to customize the menu itself ?Is it possible to have acces to features like, what app we could show ? what does the user can do ? etc etc.Thx a lot.
Hey Developers,I got myself a new Oculus Quest and wanted to do some sideloading, but the device ID just won't show up. I enabled the Developer Mode in the app, created a new organisation on the oculus dashboard and installed the Oculus Go ADB-Drivers, but the command "adb devices" is still invalid in the cmd. Please help me!
Hello,I develop under Unity 2019.3.8f1 in C# for an Oculus Quest.I wish to read a csv file, parse it, and display stuff depending on the data contained inside the file.Problem is : 1. I don't find my csv file inside the oculus quest (i checked with SideQuest)2. I don't know which path to use to access it (once it will be uploaded and visible)Can someone help me ?Thanks !
I use regularly the dev dashboard. Since yesterday, I noticed that I can upload Quest builds. Gave it a chance, uploaded the same .apk we use on the Quest Business platform. We don’t use the Oculus Platform SDK (so no entitlement check) since we use a PlayFab dedicated server for our multiplayer. It uploaded like a charm, and it now appears in the regular menu of all our Quests. B) Woohoo! Oculus is finally opening up for non-games, keys-only apps on the store (I guess)!We are using Unreal 4.24.3, with hand tracking enabled.
Hi,when I connect my oculus with the link my GPU is running at 100%. (I have an rtx 2060 and an i7)I was wondering if the cable I'm using might be responsible for that?I have already updated all my drivers.Thanks a lot.
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