Quest Development
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The current apps that support by Mixed Reality Capture in public builds are.SUPERHOTReal VR FishingGadgeteerKingspray GraffitiBeyond the list that oculus has published i managed to capture Space Pirate Trainer and Gravity Sketch.https//developer.oculus.com/documentation/mrc/mr-quest-supported-app/
Hi AllI am making the Oculus/Unity course from therehttps://learn.unity.com/course/oculus-vr/?tab=overviewSince I am interested in trying it in one Oculus Quest but this course was made for Oculus Rift S, I need to modify the Manifest.json file into the projectI added in add the PDF file to make it but like my english is little I did not understand very well about how to modify this manifest.json( mainly in its 10 and 11 point of the PDF file) for it, Could anybody help me and say me how it should be the code in this manifest file finally ?Thanks and hopefully you can understand meAlejandroPs. The PDF file is protected and anynody can able to copy and past the code from this one....
HelloI’m interested in developing applications and games for Oculus QuestPerhaps this thread can be a resource for myself and others in the journey of oculus quest development. I’ve participated in 3rd party development for a few different softwares and none so cumbersome as this one. So I’d imagine I’m not the only one to struggle with this one.I would prefer to develop for the oculus quest using the natively.I’ve downloaded and installed over 20gigs of mobile sdk, android sdk, android studio, microsoft sdk 8.1, trying to get any of the examples to build and run successfully.Using the android studio at first it was having license not accepted issues. I was able to fix that by adding a few environment variables. ANDROID_HOME, JAVA_HOME, AND ANDROID_NDK_HOME Also ran the sdkmanager —licenses from the sdk folder and accepted all the agreements.Some of the examples from ovr_sdk_mobile_1.31.0 don’t produce errors, but they don’t work either when I press play, and I don’t why?This
Hi AllI have a Microsoft Xbox One Controller Wireless and I am trying to pair it with the Oculus App to use with Quest. The controller is turn on with the its batteries and the light twinkle but the Oculus App not detected the controller, for it, Could anybody help me to fix it?Thanks in advanceAlejandroNote. The Quest controllers are also paired in the Oculus App successfully....
Context I have experience in making 2D games mostly, but of course, I'm trying my hand at quest development. What does it take to make or know great graphics in VR if you don't have any experience with creating excellent art unity assets for VR? To be more detailed, what to look for or where do I start. I have a little experience with Blender but not for making VR assets.
Hey guys, I am getting inconsistent stats from Logcat and Snapdragon Profiler. I am profiling the RAM usage of my application made with Unreal Engnine 4.24 and latest Oculus SDK (from the oculus branch of unreal engine). The issue is that according to snap dragon my app is using around 1.5 Gb and according to Logcat 227 mb. (I have already posted this on the Snapdragon developer forum)Who do I trust? And how do you guys profile your RAM usage?
Hi,I updated after long time SDK oculus in my project. I have issue with OVR Hands. I mapped OVR Controllers for my own actions. For example:When I have in the hands both controllers everything works well. When I put left controller down off table, my right controllers automaticly remapped and my own actions not called.Is possible disable somewhere this function?Thank you.
HelloWe are developing games in Unreal and install locally to test on a Quest. When we install a game get Image Gallery internal storage gets populated with generic Unreal icons, which seems to be related to the game we installed. A factory reset will solve this, but when we install a game again the same thing happens. What could the culprit be? Obviously the gallery app doesn't scan for images in games downloaded from the store. Is there any way to stop the gallery from scanning for images other than screenshots and videos shot within the Quest environment or installed in the proper directories from the PC?
Hi,I have exported my project for Oculus Quest from unity.After installing an APK to Quest, if i open application was not opening, its taking so much time and then its showing some message and crashed.If i open 2nd or 3rd time application is getting open.I have no idea why its happening, cant find the log file also to check this issue.Can anyone please tell me why this happening?
I work for a VR startup that is currently feeling out possibilities for directions in apps. As part of that, we're making a lot of proof-of-concept apps for the Quest. These apps will never be a finished program and are simply there to try out ideas and share them around to the team and get their feedback on what works, what might be made better, etc. It's a team of about 18 people and thanks the the lockdown everyone is working from home.We'd love to be able to distribute these builds via the infrastructure of creating an organization, creating apps and then using the Alpha channel and adding users. But it seems like this is completely not what Oculus wants this stuff to be used for. Which is incredibly frustrating, as it means all the testers need to be comfortable side loading applications. I have found that even with SideQuest, this is too much for some of our internal users.
I am using Unity 2019.3.5f1 and Oculus to try to make a game for the Quest. I am getting an issue, though, when I try to build and run it. It works perfectly fine in the editor, but when I try to build and run it, it just crashes. In the headset, it just shows the three loading dots endlessly. Looking at logcat, I see this:03-17 22:03:01.990 12772 12821 E CRASH : *** *** *** *** *** *** *** *** *** *** *** *** *** *** *** ***03-17 22:03:01.990 12772 12821 E CRASH : Version '2019.3.5f1 (d691e07d38ef)', Build type 'Development', Scripting Backend 'il2cpp', CPU 'arm64-v8a'03-17 22:03:01.990 12772 12821 E CRASH : Build fingerprint: 'oculus/vr_monterey/monterey:7.1.1/NGI77B/507240.20940.0:user/release-keys'03-17 22:03:01.990 12772 12821 E CRASH : Revision: '0'03-17 22:03:01.990 12772 12821 E CRASH : ABI: 'arm64'03-17 22:03:01.990 12772 12821 E CRASH : Timestamp: 2020-03-17 22:03:01-050003-17 22:03:01.990 12772 12821 E CRASH : pid: 12772, tid: 12821, name: Thread-4 >>>
Hi zusammen,habe heute 31.3 eine Aufforderung für mein update bei meiner Quest. Seitdem befindet sich ein grüner senkrechter Strich mitten im Sichtfeld, der auch nach einer Zurücksetzung auf Werkseinstellung nicht verschwunden ist. Hat jemand eine Idee, wie ich das wieder wegbekomme bzw. was beschädigt sein könnte?Vielen Dank
When I have developer mode on, I'm not getting a request to allow usb debugging on my computer. When I turn off developer mode is asks me to give permission, but not the debugging one, just a basic permission with no check box. I have tried everything that I can find. My adb drivers are fine, I have tried using a whole bunch of commands in my Linux terminal. I have factory reset my computer and Quest. Nothing seems to be working. It used to work, but a couple weeks ago it just stopped, and I have been trying everything I can since then. I especially want it to work because I have sideloaded games with SideQuest, and since I factory reset the Quest, I lost all of the games and have no way to reinstall them. If you have any suggestions, I will gladly take them.
Hi! I'm creating quest online app by myself. As i understand from docs i should register my quest app before i can use app ID for creating rooms.But i can't create app because it's not exist in platform section.I've read somewhere(don't remember) that i need get quest developer access for it. So how can i get such access for self app creating?
I want to change the main material from the Skinned Mesh Renderer component (OVRHand prefab).In Unity Editor this change remains but in build it only remains for 1 frame and it's replaced by the initial material on the next frame.Is it possible to change hand material in realtime?Is this a known issue?
Has any developers thought about combining the hand tracking with controllers to get a move reliable finger tracking in games ??So your able to move every finger and get a more realistic finger point etc..
Hello,We are using speech recognition in our VR application : we record samples form the microphone and then we send the samples into the cloud (GoogleSpeechReco) to obtain the result. It works fine on the Rift -first version- but the same application, using Unity 2018.4.3f1, has bad recognition result on the Quest. Words are missing most of the time or/and wrong words are recognized (the result is too bad to be usable).We have no voice detection (so no treshold) : the start and stop of recording are manual. We pronounce the same sentence and it is not well recognized on the Quest, and it is ok on the Rift.The only difference we have seen is the recording sample frequency, on the Rift it is 48KHz and on the Quest 16Khz. We have no problem of recording authorization on Quest (we ask Android permission and manifest is ok).We have also tried to save in a file what we record from the microphone. The result when we listen the file sounds ok : volume is lower than the Rift, but the result is
Originally posted in support until I found out about the developer forums.When plugging in my quest to my laptop, while in or out of developer mode. I never get the prompt to allow file transfer. I do know that my laptop is connected, as the quest is charging from it.
I have one touch controller working with Unity UI. I'm was using the HandedInputSelector from Oculus/SampleFramework/Code/DebugUI/Scripts/HandedInputSelector.cs It only supports one controller at a time. I'd like to support 2 controllers. What do I need to do to get both controllers to manipulate the UI? What I thought might work is I disabled the HandedInputSelector script. Then on the EventSystem object that had an OVRInputModule I added a second OVRInputModule. The first has its rayTranform set to the right hand, the other to the left. For the left I duplicated the LaserPointer and assigned the "cursor" property of the second OVRInputModule to that LaserPointer duplicate. The original LaserPointer has a LaserPointer script with a Cursor Visual reference to a sphere. So I duplicated the sphere as well and pointed the second LaserPointer to the 2nd sphere.And, nothing. No pointer comes out of the second controller and no interaction.What should I do to get both controllers to ma
Hello, I use customhand in my project and I would like to change the mesh of the main originals by the one I created.Is there a simple solution?
GetFingerPinchStrength() is not updating, even when my hands are moving even a little. My hand needs to be completely still before it updates a value. This never used to be the case, i had been using PinchStrength all the time to get snappy interactions, but since new updates? performance is considerably worse. Any help?
Trying to troubleshoot an issue with a game (robo recall); which hang and it bring up the message saying that the app need to be killed.How do I get the logs from the Quest?
Hi everyone,I'm beginner on Unity development and oculus quest development.I would like to try to display different perimeters. Each perimeter is the same that the outer boundary and i apply it rotations.So, i reuse an oculus script I have modified. And, to display perirmeter, i reuse lineRenderer.Problem: with more than one lineRenderer, on the oculus Quest, the application freezes!Do you know why? Is LineRendrer so resource intensive?Thanks so much for help Here the code:public class GuardianBoundaryDisplayCustom : MonoBehaviour{ // Depending on the demo manager only for reorient notifications. public GuardianBoundaryEnforcer m_enforcer; // So that we can easily render the rectangular play area and // the more exact outer bounds. public OVRBoundary.BoundaryType m_boundaryType; // Somethi
Hello. Recently I started development for Quest via native SDK tools, but really annoying that I should always wear helmet or take controllers in hand (it explicitly required, for exampe in VRCubes in samples). PS and XBOX always allow you remote debugging with joystick simulation and so on. Does Quest provide it? How can I speed up my development?
The low resolution at the edges isn't distracting because of its low detail, but because of the shimmer it creates with movement.Are there any approaches to decrease the distinctiveness of this? Does the stereo mismatch between L/R views play a factor?Can it be decreased with an additional blur shader on device?
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