Quest Development
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I was just curious if there were any courses anyone has come across which focus on optimizing your Unity scene for Oculus? I'm new to the VR space and working on a VR meeting room project for work. We tend to rapidly develop ideas for our demos, so my current scene is a merger of scripts I have written and models I've made to ones we have purchased on the asset store. I recently came across RenderDoc in my research and am amazed at what I can do, however after looking at a frame capture, I'm finding that I have much to learn in this space and would love to find an organized course or book that can take me through what a professional that is optimizing a scene for the quest would go through. I will be reading through the RenderDoc documentation now, but thought I would post here as well to see if anyone had come across anything they'd recommend (paid or free). Any info would be great. Thanks!
Is there a way to force seated guardian system for our app, also how to control its radius.
Hi all, I have put 2 brand new Quests headsets into developer mode through the app. I have even deployed my "unknown sources" APK onto the headsets no problem so they are definately in "Developer Mode". They are also updated to the latest software/firmware.For some reason I cannot see the "Developer" and "Experiments" options in Settings -> See all. I have 2 other headsets on exactly the same software version etc and they have the options. Only difference is that ones showing it I bought 2 months ago. I have tried restarting the headsets etc and toggling developer mode off and on again but no dice! Anyone know how I can get these options to appear (which they should in a developer mode quest)?All headsets are on 358570.9320.0. I have attached two images. One from a headset with the options and one without. both are in developer mode and restarted.e
Hello everyone, I have one bug in my scene and I do not know how fix it. Possible someone can halp me. I create app for Oculus Quest in Unity 2019.3. In My scene have couple cannon tools and user must use it one by one, but when I grab 5th tool, one controller (left/right) can not take this tool and next tools, but other controller work fine. I use Oculus Integration 13.0, OVRGrabber and OVRGrabbable. Thanks for help!
Hi guys,I have an issue with the Platform.IAP.LaunchCheckoutFlow function. It ultimately doesn't work as expected. I use the same call on a Rift title and that seems to work fine. As in: the player will get a popup screen to buy the IAP. When I call this function on quest with a valid payment option I get this message:'Query Error: error performing query'However when I try without payment option I get this message:'Add Payment Method: To make purchases in the Oculus Store, you need to add a payment method yo tour account. Please remove your headset and update your settings in the Oculus app.'This tells me that the call kind of works, but not really? Any thoughts?It doesn't log anything about this, or not anything useful I can see/find. I'm using Unity v2019.1.4f1, Oculus Utilities v1.43.0, OVRPlugin v1.43.0, SDK v1.46.0. Anyone else with this problem or why I'm seeing this message?Thanks!
Hi everyone, i'm new to Unity VR development so please be kind.I'm doing this huge project where i have a massive amount of pieces of geometry, all with quite a lot of textures coming from substance painter.In order to get the entire scene to load i'm searching for the optimal way to handle the amount of textures.So streaming mipmaps is clearly the way to go, and i'm overriding for android but this is where i have doubts.I read online on several places that ASTC should be the best choice for the Quest, but i also read that for Android ETC2 is a good option.Where can i find more information so i can make the best choice? The applicatoin is build specifically for the Quest and does not need to run on any other device. If i go for the ASTC route, what blocksize is best. Normally i would trial and error this and see where i end up but there are already so many textures in my scene that converting each and every one of them takes ages, so i prefer to only do it as little as needed
Hi,I have exported the apk file from Untiy to Quest.Tested the application in unity its working fine.After exporting an apk and installed in quest, when i run a application the whole application is running upside down.Tried changing all the setting in player setting and graphics, etc., nothing helps.No idea what is the issue, can some one help me to solve this issue?
Hi AllI read in uploadvr.com the Facebook Researchers found a way to give ro Oculus Quest more GPU power.Althougt Facebook say us that this is “purely research, I think that coulb be interesting know more about this topicmore info here https://uploadvr.com/facebook-ai-quest-superres/Since that this news said us that these Facebook Researchers used a new Technique by rendering at a lower resolution than usual.For it, Is there any Unity dev that have tried it at the moment?Thanks in advanceAlejandro
Good morning guys,Right now, we're developing games in Oculus Quest and we would like to output position, velocity, acceleration data for data analysis. However, it appears that the data output from Oculus Quest is only in one decimal numbers (e.g. 0.1, 5.8). Below is the code I'm using, does anyone have the same problem or know how to solve this problem?lp = OVRInput.GetLocalControllerPosition(OVRInput.Controller.LTouch); lv = OVRInput.GetLocalControllerVelocity(OVRInput.Controller.LTouch); la = OVRInput.GetLocalControllerAcceleration(OVRInput.Controller.LTouch); lav = OVRInput.GetLocalControllerAngularVelocity(OVRInput.Controller.LTouch); laa = OVRInput.GetLocalControllerAngularAcceleration(OVRInput.Controller.LTouch); lr = OVRInput.GetLocalControllerRotation(OVRInput.Controller.LTouch); rp = OVRInput.GetLocalControllerPosition(OVRInput.Controller.RTouch); rv = OVRInput.GetLocalControllerVelocity(OVRInput.Controller.RTouch);
is it possible to target the Snapdragon's DSP to do, well, more signal processing?We have a native library that could do with access to DSP rather than running it on a Gold core, or maybe be at least passing some functionality off to the DSP?Is it possible?
I've taken a while to setup quest automation as part of our build process as a sanity test with end to end functionality. The test works by pushing apk to device and then running a scene that teleports around and does a few things without the need for the touch controllers (however we had to figure out how to enable the proximity sensor as I couldn't find adb commands to keep the screen on during the tests).After a recent Oculus Quest update within the past few months (I was out on vacation), our automation is failing to launch our test scene in the apk because Oculus Home is showing a "Controllers Required" dialog that waits for controllers to be active. I'm trying to figure out if there is a way to bypass this.For exact wording, the dialog is:"Controllers Required""Please pick up your controllers and select Continue to use this app.""Cancel" "Continue"1. I was hoping there would be a to disable this similarly to how we can disable the guardian from the developer menu but no luck. Can
I've just updated to Oculus Integration 1.42. I replaced my AndroidManifest.Xml by removing it and having the plugin generate a new store compatible xml. It deleted my previously added line for READ_EXTERNAL_STORAGE (but it did that before) but it also changed some settings. However, now when I upload my build I get a message from your system saying:APK main activity intent filter includes `android.intent.category.LEANBACK_LAUNCHER`, which is not allowed. Please remove it from AndroidManifest.xml and retry.Which is one of the lines it changed. What's going on here?
Hi, I am working with Unreal Engine 4.22.3 and Oculus Quest. The voice of my characters (wav files) is fine when I test on my desktop through UE4 or any other software. However, it is not the same when I export to the Oculus Quest. In the Quest the voices are faster and with a higher pitch. They sound like chipmunks. What can be causing this? I'm exporting my audio from Audible as a "WAV (Microsoft) signed 16-bit PCM" and I simply drag and drop the file into Unreal Engine Content folder to import it. Here is a screenshot of the details from the audio file. I hope this has an easy answer. It is the first time I put a voice to actors in VR. Your help would be very much appreciated! Thanks*No errors or warnings are shown either
Hi there, we have been asked to make a VR app using hand tracking but also allowing to track something in real life. I looked into using the controllers for that purpose, but it seems that the quest does not track both hands and controllers at the same time.Does anyone know if there is a way to use any third party blutetooth/wifi system to achieve this ? The end purpose is to put it near an object the user should be able to grab irl without too much trouble.I'm using Unreal Engine with the QuestHands plugins (I cannot yet post links).Thanks!
I was wondering because I have been trying to find a quest that isn't over 550 and I just can't find one.
I can't find a single place that has it available or any info on why that is. I've been saving up for one for a while so I would like to know what has happened to it.
Hi there,Is there an example UV-map for the hand tracked mesh somewhere?alternatively, Using Unity, I'm looking for a way to get the generated mesh from the hand tracking.At runtime the meshrenderer gets assigned a mesh but there is no way to easily export it so i can start making a new texture for it.Thanks!
We are prototyping quest games with a 3rd party and not ready to submit ideas for concept review. Is there a way to test Multiplayer on quest with out getting an app ID or using a wild card app ID?
I had a LBE VR game project.I want to use Oculus Quest to solve arena scale tracking.How can I share the Guardian System data between multi devices? Or how can I use multi devices in same place.
I get this mesage: "inputtracking.Recenter() is osolote.and should no longer be udde. Plesae ses XRinputSubsystem.TryRecneter() instead" I dont understöd how too fix it can anybody help??
Hi everyone. I am developing a project using Aframe but for some reason the normal map is not showing on Oculus Quest Browser, this is a glb model by the way. It renders as expected in Chrome Firefox and also Gear VR but for some reason it does not render as expected on Quest. I am also using Oculus browser in VR mode on the Gear VR device. Any ideas?
Hi, what would be the way to reload a scene / restart app/game on Quest when developing in Unity?Regards- Björn
APK Signed With Signature Schema V2APK is signed with Signature Scheme V2, which is not yet supported. Please disable signing with Scheme V2 and upload again
I have searched through the forum but it seems like there is no answer. I am wondering is that possible to upload quest alpha build to alpha release channel?It seems like I can only submit oculus go/gear vr or oculus rift build to alpha release but not for quest through the manage page. I have tried the method described in this page but it's still not working. I got an error "You uploaded a build for platform Quest but the app's platform is mobile"https://forums.oculusvr.com/developer/discussion/76155/oculus-quest-build-upload
Is there a specific Target-FPS you want to hit for FPS?90, 70? What's recommended for the Quest?Thank you so much!
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