Quest Development
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If have a player object with the ovrcamararig and the ovrplayercontroller which works fine. I can move around in the VR scene without any issues. I add the location controller with all required components (controller, teleportcontroller, inputhandler, aim, laser etc). Every looks ok however when i start the locomotion process i see the destination prefab above my head (i can also actually rotate the arrow in it) and when i release the thumbstick it does the teleport and orientation as expected. However the AIM seems not the work. I want to have the destination at another point then where i am currently standing :smile: I looks like AIM doesnot work but any help would be appreciated as i am a bit struck hereThanks!I use the latest unity integration pack (25/4/20) and unity 2019.
Hello VR mates,Thanks to the community and the tutorials, I finished a first VR project but when launching with editor on the Oculus Quest it I got this error report :[File D:/Build/++UE4/Sync/Engine/Source/Runtime/Engine/Private/StaticMeshRender.cpp] [Line: 797]I found very few post on internet about this. Some say it comes it come from the NavMesh and others suggest to create a new project and then re-import all the Uassets back into the new projectOf course, I will try this and find a solution that I will post here, but I was wondering if any of you encountered this error and found a solution or have an idea to share. That would be nice :-)
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I just upload a new app to the alpha channel on my account. The app works perfect if I just install the APK, but whe I try to run from my account in the alpha channel, I get the message "incompatible" over the Icon, and "no compatible", under the tittle. I am using Unity 2019.1.5f1Anyone can help me with the reason for this message? Thank you!
HiI need to buy a gamepad bluetooth for Oculus Quest, for it, Could anybody advice me what are the ones options available?Thanks in advanceAlejandro
Hi, I really need some help.I've been working with the oculus link on unity for a while now.I recently changed computer (i7, RTX2060, 32Gb ram) and as soon as I plug my headset in link; my whole pc starts lagging a lot and overheats. even just in the oculus home my pc lag, and when I turn my head I see artifacts everywhere. When I unplug it, my computer doesn't lag anymore.I have screenshots of the unity profiler when the headset is connected with the link. (picture 1 and 2)I know the problem comes from XR.WaitForGPU but i don't know how to remove it ...What I've already tested: - Turning off the guardian- Set high priority to OvrServer in task manager- Set NVIDIA high performance in 3D settings to all oculus programs (picture 3)- Disable VSync in 3D setting- Turn off, turn on computer and headset a thousand times.- I updated all my driversAt the moment, I can't play or work with my oculus link ... I feel like I've searched everywhere on the internet without answers ...This
Sorry this may not be the correct place to ask this question.No where seems to have an actual answer.So the Snapdragon 835 supports 802.11ad and 802.11ac wireless technology.So i'm wanting to know is what does the Oculus Quest actually use ?
Hi,Is there a sample code to make a simple Gallery Viewer? I want to be able to watch some videos based on certain criteria.thanks
Game Engine Version: Version: 4.24.2-11100242+++UE4+Release-4.24Hi there.I hope you can help me. Unreal Engine4.24 was updated to show different names for the "Launch Variant".What options should I be using to deploy my project?The "Default" option seems to load the assets as I explore.It seems to the equivalent to "Cook on the fly", which I don't want. I'm looking for the equivalent to "By The Book"Maybe that option move elsewhere? I want to deploy it so its a standalone Quest project.Right now, with these options, I need to have the quest at all times connected to the PC...Cesar
I want to create a multiplayer app for the Quest, either in Unity or Unreal Engine, and don't expect that more than around 20 users would participate at any one time. I've created an app with Unity and Photon (PUN 2) but have had problems accomplishing some of my goals (per my other forum discussions re inverse kinetics and background music syncing). Can anyone suggest an alternative to PUN 2, preferably one that would not be too expensive? Does Oculus have such a service? Thanks for your assistance.
Hello,Do any of you use the latest unity to create applications for Oculus Quest with URP? After we add Fixed Foveated Rendering we got zero performance boost. Also, no performance change when we change stereo rendering mode from MultiPass to Multi View.It is normal?Best Regards,Damian
Hi,I currently work at an architectural studio with a majority of laptops with gtx 1060m graphics card that we use to show our projects to our customers and I wanted to know if there's an estimation of when is that card going to be supported for oculus link.Thanks
I'm developing for the quest and I am running into issues where the touch controller does not detect button release when both controllers are active. I'm using button.getup and I have noticed that if I have both controllers awake, the problem occurs where unity does not detect a button being released on the other controller. The problem however, does not happen if one of the controllers is asleep, so I was wondering if there is a way to manually put the controller to sleep. This is the code I'm using in Update- OVRInput.Update(); LeftControllerObject.SetActive(false); if (OVRInput.Get(OVRInput.RawButton.A) && !RightTeleportPressedBoolean) { Controller_L.transform.GetChild(0).gameObject.SetActive(false); RightTeleportPressedBoolean = true; RightTe
Hi,I am using the Oculus quest to perform research at a Hospital here in Copenhagen. One of the main complaints we have is that people find it difficult to navigate to the application and don't quite understand the virtual desktop that comes with the headset. These are primarily elderly patients with little experience in virtual reality. I would therefore like to provide them with headsets that always start in the application that I have built instead.I would furthermore love to be able to cast from my sideloaded application as this would be a very handy tool indeed for the healthcare professionals that we work together with. I was even one national TV and was unable to show the screen live because Oculus doesn't seem to allow casting of sideloaded applications.any help would be greatly appreciated.regards.
Does anyone know the physical location of the tracking location on the HMD? For example If you stand at (0,0,0) (using ue4, :-) in this hypothetical) would your eyes be at the origin, middle of your head, front face of the hmd?
I'm trying to get the OVRPlayer hands to interact with a particle system.I have activated the Trigger and have a script on each of the hands that is attempting to detect OnParticleTrigger or OnParticleCollsion and I'm not getting any messages sent to those scripts.I can get normal collisions to register with the mesh collider on the hands, but particles dont seem to trigger.I know the hands are interacting with the particles as I can get the collide and kill interactions to work - but the callbacks never seem to occur.Am I missing something? Any help would be great!Cheers,Rob.
Hi Everyone,I pushed my first build to my Oculus Quest yesterday but had an immediate issue. Upon launching the project via Sidequest, the 3 dot loading screen appears but no visuals ever appear (not even the 'Created with Unity'). I can, however, hear the background music and audio events kicking off. I let the Quest sit and nothing appeared even after waiting 10 minutes.I am using the following:Unity 2019.3.0f6Oculus Integration 15.0Sidequest v0.10.2Attempts to resolve include:Rolling back to Oculus Integration 14.0Installing Android Studio and re-directing Unity to the Android SDKInstalling Gradle and re-directing Unity to this new installAll my builds complete successfully in Unity except when I re-direct to the new install of Gradle. It doesn't consider that a valid install for some reason.Any ideas to help troubleshoot would be appreciated.
Hi,I have oculus guest device & I bought the oculus cable & installed the application to my computer, my question: can I play oculus rift games by my oculus guest device?Regards,,Mahmood
We are using Unity 2019.1.2f1 with the LWRP 5.13.0 and we are unable to successfully set the fixed foveated rendering level. It seems that this is a known problem from this Unity forum thread. The suggested fix in the thread doesn't seem particularly safe to me, and I would much rather hear from someone at Oculus who has a deeper knowledge of the problem. Is Oculus aware of this issue? If so is there a fix available/on the way, or is there a recommended workaround that we can make on our side?
I found a couple of experiences on WearVR that we’re designed for the Rift DK2. I haven’t been able to find much information about whether or not it is possible to run DK2 Software on the Quest using Oculus Link.Is there a way for me to be able to run those programs on my Quest through Link? And if so, how do I go about doing that?Any help would be tremendously appreciated!! Thanks so much!!-Ron
Typically one saves srceenshots or other data in teh persitatnt datapath in Unity. This works fine, but a user can't browse those images in teh Quest (Oculus Gallery app for instance).Is it possibel to save those shots not to persistent data[ath but teh Pictures folder in Quest root?
Hi.We're experiencing an issue while trying to develop for the Oculust Quest using Unreal 4.24.3. The apk builds fine (Android SDK v 23 and 21 tested), but after being transferred to the OQ it will not install.The Log.txt indicates this as the error:ProcessResult.StdOut: Performing Streamed InstallProcessResult.StdErr: adb: failed to install filename_with_path.apk:CommandUtils.Run: Took 0.4808586s to run adb.exe, ExitCode=1... Log.WriteException: AutomationException: Installation of apk 'filename_with_path.apk' failed...Program.Main: AutomationTool exiting with ExitCode=35 (Error_AppInstallFailed)The device is in developem mode, and accepts unknown sources too.Any ideas, anyone?
Hi everyone,I have developed my own VR engine for rendering stereo that works pretty well on Android, it's all written from scratch and doesn't require any third party libraries. I am trying to test it on the Oculus Quest, but I'm unable to run it, or any basic Android app for that matter. I don't need Oculus to handle the tracking or the stereo rendering, I don't want it to be floating or showing like what sideloaded non-VR apps show with third party software. I just want the app to show in the whole screen of the Oculus Quest as it would do on an Android device. I'm trying to show a basic non stereo Hello World Textview in a layout, and all it's showing when I run the app is a dark background and a constantly loading screen (the Oculus 3 dots). Is there any way to bypass the render engine and show that hello world as it would show on an Android device?
I have a fully functional unity hand tracking project which works perfectly when compiled on the quest. I was happy to hear that I can now test it directly in the play button of the unity editor using Link. I have upgraded my project to v13 , I start quest with link (I see the rift homepage) , my program loads but hand tracking isnt being detected. Do I need to enable it somewhere? kinda weird that there is no instructions at all. Just says available in v13.
Answer as soon as possible because the later international situation was not possible to transfer the product so what happens is like thisI get the product for free I make every video or live on it for about 10 minutes I post it for a thousand and more viewers I have subscribed to Snacksss on YouTube and watch the channel so please as soon as possible before it was late Thanks and good day.
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