Quest Development
Recently active
Wii bowling, tennis, golf....I don't understand why everything is up in the air. Us people with vertigo are not loving that!!! NORMAL bowling, golf, tennis, everything......PLEASE
Trying to follow video tutorial.at the end of video 2 it has under Assets >oculus scene >VRTK.tutorials.OculusIntergraton Video 3 talk about settings but i see under Assets >oculus scene > VRTK and >VRTK.tutorials.OculusIntergratonWhere did the >VRTK come from.Video 4 tells me to import the downloadable material Escape Room Vertical SliceI select costume package but nothing imports!
Hi guys, I have a problem testing my game after building it for quest. The screen is all black and I can see 2 quads presenting camera view in the distance. I assume they should be right against my face... Those quads dont change in position, they stay in the same place overlapping one another by a little bit. But if i turn my head, the view in those quads also change. If that changes anything, I have switched from pc standalone to android while having OpenVR selected for developmentI have set rendering to single pass,minimum SDK 23, target SDK 26tracking set to stage.Also, my unity version is 2019.2.7f1I really hope I just have set some settings incorrectly. Any help would be appreciated... Im testing with Vive in Unity, and it works well.
v13 Release notes:"Remote rendering support for Unity has been added so developers can more easily build and test Hand Tracking apps through their PC"I can't find any documentation on this. First I thought it would work like android remote rendering. By selecting the the quest under Project Setting / Editor / Unity Remote Device. But for that to work I need the unity 5 remote app from the play store on the quest.Can we please get a little push in the right direction?Building every time is so time consuming.
Hi AllI am building VR Videogames for Health Treatments and the goal is using 4 Quest simultaneously in a room, for it, for it, Could you tell me if it would be possible?Thanks for your timeAlejandro
controller is in working and visible but laser beam is not working instead of it eye tracking worked. thanks for any help
If found bits and pieces of Project Settings and recommendations what you have to do in order to develop specifically for the Quest.However. I am not able to resolve FPS issues. Even if I am testing just primitive objects like 1 x plane and 1 x sphere.Is a general guide available that specifically shows step by step all the project settings for Unreal and deploying an app to the Quest?I love the Quest - I just need to find an easier way to kick-start this baby.Project Settings in Unreal:From the SDK KitRHIReflectionsForward ShadingAA Settings (MSAA)etc. etc. etc.Thank you so much for any little help, I really do appreciate that.Happy Developing,Bernhard
Hey,Been searching for some info, but would be great to understand if, when in Link mode, the Quest still uses its own inside-out tracking. Also, is it possible to use the hand tracking feature of the SDK on a desktop rendered experience?
Has anyone successfully implemented terrains in Unity on the Quest? I'm using Unity 2019.1.14, LWRP. When I add a terrain into the scene (just a bare terrain, no trees or anything) the FPS just tanks, even with FFR turned to high. The terrain is only 50x50, so it isn't that large.Is there some secret sauce when it comes to the settings? I would really like to have some trees in there as well. If terrains are not a viable option, what other recommendations do you have for "natural" looking outside scenes?Thanks!
I would appreciate help being steered in the direction of the Quest interfacing with external devices.
Hello Friends , i have create one games in 2016 or oculus not i want to port this game for oculus Quest also. Any one ca help me for this . It will be very helpful fro me is any one help me. Thanks In Advance.
I am creating an app for the Oculus Quest that will let a user navigate through a hierarchy of various 360 videos. I initially started by bundling the videos in the apk but that gets out of hand quickly and causes memory issues with the builds. I switched to the URL method and I am now loading videos off the local drive.Unfortunately, now the screen only renders green. It should not be a codec issue as the same video worked fine when set directly in Unity and bundled with the apk. I see the following error with logcat:AndroidVideoMedia::SetSecPosition could not complete seek to frame 63. Codec appears to be stalled at frame -1.The frame # continues to increment but error just repeats. I am not attempting any seek, this is a just a Prepare() followed by a Play();Permissions appear to be set properly because prior to that, I only saw a black screen and a had relevant permission errors in logcat.Anyone seen something similar?
bonjour ,ou puis je acheter un oculus quest en belgique ou dans le nord de la france?merci
I just upgraded a few projects to Unity 2019.2.9f1 and I am using the LWRP 6.9.0.Right now, if I go to build just the Example Scene provided by Unity with Multi-Pass, it builds fine, but it only renders the left eye. The right eye is black.Now if I switch to Single Pass rendering in the project settings, the app goes to the three loading dots and then is black. Nothing renders.I really like what I am seeing from the Multi-pass, even though it has one eye. Does anyone know how I can get the right eye activated or rendering? Is this a bug?
I built a few projects in Unity a few months back, installed on my Quest, was able to use them just fine after I enabled developer mode. It seems that developer mode is still enabled (I have a developer tab, the option to turn it on isnt' in settings, I get an option to view a Developer Feed instead of regular feed etc.). But, there is no longer an Unknown Sources submenu in the Apps menu. When I go into Storage, I don't see them under Apps either. I definitely haven't uninstalled anything or deleted anything from my Quest. I have purchased new apps over the past few weeks but there is plenty of storage space left. I know there's been some updates. Only settings I've changed recently was to enable handtracking and voice. Did Oculus nonconcensually delete my files?
Hey Folks!I've had some really cool progress on my Oculus hand tracking experiments and am now trying to detect a finger-down position.There is an API available for people interested in detecting a PINCH in hand tracking. Which is documented here:link: developer.oculus.com/documentation/unity/unity-handtracking/#integrating-pinchBut I haven't managed to find anything that will tell me just if an individual finger is DOWN as opposed to pinching the thumb.Things you can get out of which fingers are down and their relative strengths could be "hang ten" (if middle & ring are down && the rest are up) or various other ones... if middle only is up then do stuff.Am I blind and it exists but I don't see it, or have I run into another "roll your own" situation here? Which - on this one - I think I might be in trouble, because I'm betting that stuff all comes from the AI model.
Hello,I am building an Application on Oculus Quest using Unity engine. In the application there is a scene where I play a 360 video of high resolution (5760x2880); I am using render texture of the same size then a I am using the material in the skybox (lighting). yet the resolution of the video decreses.I wonder if there is another way to include high resolution videos in the app without compromising its resolution when built.
Hi there,I just want to test VRAPI_FOVEATION_LEVEL in the VrCubeWorld_SurfaceView example, but setting it doesn't seem to make a difference.vrapi_SetPropertyInt( &appState.Java, VRAPI_FOVEATION_LEVEL, 4 );
Apologies. All this time I was using Android Studio. Turns out one doesn't (and shouldn't!) use it.The only advantage I see of installing Studio and thus ADB is for installing to the Quest wirelessly. Oculus Team, please fix the websites to reflect this.
I'm trying hand tracking feature on quest and I can use hand tracking very easily with 3D objects (also thanks to the sample scene and assets present in SampleFramework folder of the Oculus integration), but I have some difficulties interacting with Canvas UI components.I tried a similar approach used in SampleFramework, but I had to attach colliders to UI which is not the best approach.The only way I can see now is to make a custom graphic raycaster, but since UI interaction is a basic function I think it will be provided some feature in future version of Oculus Integration. (since hand tracking is still in beta version) So maybe there is no need spending time on developing personal implementation.Does anyone already tried to use hand tracking with Canvas UI?Which kind of approach?
I'm using LocalAvatar -> AvatarGrabberLeftOculus QuestUnity 2019.1.12f1Oculus Integration 1.39I can grab objects but my hands are like invisible. I'm new to unity Oculus Quest development. I created a brand new project with just 1 cube so I can grab it.Initially I can't even grab the objects. I did Tools -> Remove AndroidManifest.xml and then create Store compatible AndroidManifest.xml.I tried the AvatarGrab Scene that has built in Oculus cubes and I still can't see my own 2 hands. I can still grab stuff pretending I have an invisible hand. Anyone know a fix?
hi, i have package a project from ue 4 for quest. side load the project in quest . found the app in unknown source. but when i run the app, long time three dots appear like loading the app . after that the guardian wall appear and screen turn black.. last tow day i am trying to solve this .. but no luck.. very frustrating.. any help..
I created a new Unity project with the latest of Oculus integration from the Unity asset store.Create a cube, dropped the OVR Grabbable script with a collider and rigid body.When I pick the cube up and wave it in front of me I see trails and it seems to be re-projecting.Is there a setting I need to change?
So, I'm having this trouble with Unity and Oculus Quest when it comes to something as simple as picking up objects. I've been working with Quest before and have had no problems with developing for the headset, but this I can't really figure out.I use the OVRPlayerController in a simple example with a OVRGrabbable and OVRGrabbers. When I pickup something without Parent Held Object checked the object just snaps in mid air at the same position as my head, but if I have the Parent Held Object checked it works as expected. I've tried several versions of Unity and tgether with different versions of Oculus Utilities.Currently I'm on the absolute latest versions of both the game engine and the utilities:* Unity 3D 2019.3.0f6* Oculus Utilities 1.44It didn't work with Unity 2019.2.19f1 or Unity 2019.2.15f combined with either the Oculus Utilities 1.38 or the latest version.* Video when not working is found here. Red/left hand is using parenting and right/green is not (this forum doesn't allow me
Hello,I'm using ALVR to connect Quest to my PC. I have a problem when developing anything with my Oculus Quest in Unity. I found that button One on each controller doesn't seem to work when playing in Unity.When I write: Debug.Log(OVRInput.Get(OVRInput.Button.Any)); it only prints true when pressing anything except button A and X on controllers.Do you guys have any fix that?Thanks
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.