Quest Development
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Thanks in advance for your time. Is there a way of preventing SteamVR from popping up every time I click Play in the Unity editor while working on an OVR project? Currently as a quick(ish) workaround, I uninstall SteamVR every time I need to use Oculus Link in Unity. I currently only have Oculus added in the XR setting, and only Oculus Integration is added, SteamVR is nowhere within the project. Is there something I could do within a specific Unity project so that SteamVR minds its own business? With it acting as a middleman, localavatar controllers don't show up, and obviously hand tracking doesn't work at all. Once I uninstall SteamVR, both of the above work. Thanks.
Hi. I have a problem. I testing the Developer Mode on my Quest. Now I want to turn it off again via the Oculus app on the phone. I can turn it off, but the quest continues to show me the developer options. I have also restarted the quest. What can i do ?
I am trying to set the quest audio stream back so that when adjusting the volume using the keys on the quest it will show the volume bars. I am setting the stream in unity with an android plugin using setVolumeControlStream (e.g. setVolumeControlStream(AudioManager.STREAM_MUSIC) but the volume bar is still not showing any ideas?
I can't seem to increase the rendering scale of my quest application.I'm using unity 2019.3.1f1 with URP 7.1.8 - FFR at 3 and MSAA at 4x.OVR integrations 13.0.Using renderDoc no matter what I do, the "RTDevcesEyeTextureArray" is constantly at 1216x1344. I've tried setting the render scale in the RP-asset.I've tried setting the OVRManager to use adaptive resolution and then just setting the min and max render scales to 1.2.On the camera I've ticket Allow Dynamic Resolution.I've also tried to do;UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.2f;in a start script without luck.If I log the eyeTextureResolutionScale value before changing it starts at 0.5, and the frame after setting it to 1.2 it is set to 1.0.Where is this setting being controlled?!Also, how can I increase the resolution to match the actual screen resolution? The screens are 1600x1440 per eye while the rendering is done at 1216x1344 per eye- the aspect ratio is different so it's hard to just in
The typical way of setting up a MotionController in Unreal Engine is through Blueprints, but I'm trying to identify different types of motion controllers for various VR setups and from there apply the orientation and position data. I have no problems getting Oculus Rift and Vive controllers and trackers using C++, but on Oculus Quest the array that's populated with IMotionControllers is empty when debugging over ADB. Why might this be? The following code will print a length of 0 on Oculus Quest only. const FName feature = FName(TEXT("MotionController")); TArray<IMotionController*> controllers = IModularFeatures::Get().GetModularFeatureImplementations<IMotionController>(feature); UE_LOG(LogGloveController, Warning, TEXT("Number of Controllers: %d"), controllers.Num());
Is there anywhere I can find more information on Oculus Home Virtual Environments? I just recently got the Quest and am very excited to see that there are now two options for a Virtual Environment. What really excites me about these environment options is that it implies there would be many scenic options in the future. With that, will users be able to create their own custom environments using tools like Maya, Blender, Unreal Engine, etc? I've got experience developing apps for the Quest so far, and would love to know what the plan is for this? Is it possible today on any devices?
I am able to deploy any Unreal Built to the Quest, when not using the Link Cable.I can find the application in the Unknown Sources and launch it.But I can't figure out how to deploy a Built to the Quest when using the Link-Cable?Quest is connected with the link-cable--> I deploy it to the Quest as usual.But where can I find the deployed application when using the Quest with the Link Cable?I am then in a different user interface - the Quest Rift.Thank you so much for any help, appreciate it!
Hey guys, I had an idea I think could revolutionize VR! So I’m sure everyone has gotten hooked on phone app games.. What if we had farming or advancing type game that converts into the vr version! So for example: How To Train Your Dragon game that you can farm and build up and upgrade your home base, hatch and raise dragons all from your phone and then in vr you can see your base in vr and gain accesses to other features of the game like pvp battles or friendly dragon racing and maybe even a story mode! I really think this phone/vr game idea could really help advance the vr industry!!!So if someone from Oculus reads this plz make it happen!???
Is there any way to unlock size restrictions for the Guardian System play areas? For large (office) sized multiplayer game-play, for example.
I am using this persons camera shake to try and make the camera shake when something happens after implementing it it works perfectly on the unity editor but as soon as i build it to the the headset it stops working.has anyone used this or have some ideas to try and fix it??the link to the tutorial zulubo.com/gamedev/2019/1/5/vr-screen-shake-the-art-of-not-throwing-up
Hi there! I would really appreciate your help on how to set up my Quest to preview the scene in Play Mode for Unity 2019.3.0f3!I have:Oculus Quest Satechi Type A to Type C converterIntel i7-7700 CPU @ 3.6 GHzNVIDIA GeForce GTX 1080Windows 10USB 3.0 port60 GB Free space on my C: driveI followed all the suggestions here and re-downloaded Oculus software 4 times!https://forums.oculusvr.com/community/discussion/76923/help-required-oculus-software-blank-screen/p2but I still get this error (4 times already)
Soi have a 1070ti - ryzen 5 and am using the given settings for oculus debug tool to boost my graphics while using link , this method works great for pavlov and stand out , but boneworks doesnt seem to have its graphhics improved at all ? why is this ? boneworks looks really low res/spec loooks like a native quest game right now for me. Please help me play this game properly !! i dont want to waste by playing it on crappy res.Please help
Dear all, will it be possible to use the GPU NVIDIA Quadro M2200 and Oculus Quest and Link? Best Regards
Bonjour,J'ai suivi le mode opératoire de mr-quest-launch-compositeA l'étape 2 (Double-click either of the Oculus MRC sources. In the properties window that opens, note the IP Address that you recorded in the Camera Calibration process. Click Connect to MRC-enabled game running on Quest, then select OK. You should see the capture streaming from your Quest.), je n'ai rien dans les propriétés., je n'ai rien dans les propriétés et je ne vois donc pas le streaming du Quest.Visiblement, il ne trouve pas le caque.Help ?Gil
I have only one controller on the Quest that is detected but I receive events from both controller. I am not able to know which hand send me the event since I only have the right hand controller.Is there a way to get both ovrControllerType_TrackedRemote controllers?Also, we do not get button events as we would expect them:ovrButton_Enter = 0x00100000, // Quest A Button & X buttonovrButton_Back = 0x00200000, // Quest B Button & Left Y Button
Hi, I'm trying to set up the Mixed Reality Capture Tools to be able to record a demo with the Oculus Quest. I've managed to calibrate a USB camera and uploaded the config onto the device under my app's files/ directory and I have OBS set up with the 'Oculus MRC' fg/bg sources as documented. I can connect to the device via OBS once I start my application but when I do I seem to just get one frame grabbed by OBS and the app framerate suddenly drops down to about one frame per second, with no visible updates in OBS beyond the first frame.I wonder if anyone else had any luck using the latest Mixed Reality Capture tools (Oculus_MRC_Tools_2.0/1.41.0_RC1, OBS 23.2.1, Unity Integration Asset 1.40) and can maybe give some hints for what I might need to do to get it working?
Hello everybody. I hope someone will could help me :smile: I'm trying to explain why my application has crashed with an out of memory interruption. I captured the memory state of my Quest just after a reboot with a "adb shell dumpsys meminfo" and I saw : Total RAM : 3.881.224KFree RAM : 2.334.507KUsed RAM : 1.452.993KLost RAM : -56.676KI think free ram and used ram values are ok. Then I launched my app which takes 1.5Go in ram memory (big app...). So it should be Ok. After exiting my app (with crash) I captured again memory state : Total RAM : 3.881.224KFree RAM : 1.240.407KUsed RAM : 1.465.181KLost RAM : 1.026.836KI said to myself "ok it's probably a memory leak. Don't worry". I checked runtime memory leak by a runtime memory profiling on Quest with OvrMetricsTool and on PC with Unity profiler. The memory was stable. I ran Quest app many times and the system memory state remains stable with Lost RAM around 1.000.000K and Free RAM 1.250.000K.I rebooted the Quest and I d
Hi. If I set the OVR Metrics app to records screenshots when detecting stale frames, where are those images saved? I hear a beep when it records, but I'm not sure where they end up. Regards
While publishing the app there is a issue in Quest V.2 signing and unity publishing settings.Help me to upload my app in oculus app store.1.Game Eng : Unity 2019.2 ; Oculus Ver : Latest Hand Tracking 12.0;
I'm using UE4 and Substance materials, when I apply the SBSAR material to my scene it displays properly but once I side load the project to the quest all I see is a flat grey material. Does the Quest support this type of material and if so are there any specific Project Settings or options I need to enable to get it to work?
Hi, there Dear Oculus Quest World, Can I share My UE4 Packaged Build on my friend's Quest? I have managed to launch my test Unreal project on my quest, but I want my friend to test it on hers, is it possible? Or do I need to upload it to a store and get it signed and everything? Is it as easy as drag and drop? Their headset is in the developer mode as well and Unkwon sources is enabled! Basically do I have to publish it to the store and get it reviewed in order for my friend to see it on her Quest? apologize I should have posted this as a question not discussion!Really be psyched if this works,Thanks in advance.
hi, im farhan. Can i ask about Quest Development? I currently pursue my study. We planning to build this 3D environment exactly look like KLCC park. This hardware can capable support this place? if capable, how this can achieve? Any advise for this project?
Hi, Im developing in unity for the oculus quest and ran into a problem with the lighting. I want to have three spotlights in a indoor scene. All three show up when I preview in Unity but when I build and run to the Quest I only see one of the three spotlights.I think it has something to do with pixel light count. Even though I try different amounts, nothing changes when I look in the Quest.What am I doing wrong? Is this a limitation of the Oculus?Thank you in advance!/Jonathan
Hi there.I am currently trying to Beta test the hand tracking in Tsuro on Rift.However, when I go to upload my new APK I get this message:Is uploading hand tracking just not supported yet, or am I doing something wrong?Cheers,Dan
Hi,I want to launch an Android app (AppCompatActivity) on the Oculus Quest.When I build and run from Android Studio the app launch, but I don't see it in the menu "sources unknow".If I add in the manifest <meta-data android:name="com.samsung.android.vr.application.mode" android:value="dual"/>I can see it but I have a black screen on Oculus Quest, I have no render.Anyone know why ?
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