Quest Development
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Hello,I am developing a VR application, a very simple scene consists of a plane and multiple cubes and a sphere. Attached are the build settings.The issue is, when I Build the application does not show on Oculus, yet when I Build And Run the application opens but when I close it I can not find it on Oculus. I would really appreciate any advise or guidance to manage this situation.Regards.
Hi!!I am having issues with my Quest and UE4. It seems I cannot perform "VR Preview" but only launch my game directly on the Quest??Any help?
A pain point of using the Quest (or any VR, I suppose) with headphones is that you don't hear your wife's texts about going to the aquarium in 10 minutes, and you miss out on real life (i.e. non-VR) stuff.I am an iPhone user and Swift engineer across all of Apple's platforms. As such, I wrote a simple (and very unofficial) iOS app that is capable of forwarding incoming iOS notifications.I would love to be able to create a background service app on the Quest that is capable of popping a notification regardless of which app I am in (hence the reference to the Low Battery & Wifi Connection Lost system-level notifications), and connecting my iOS notifications service to it.This would allow me to, for instance, play Beat Saber and momentarily see incoming text messages so I can decide whether or not I should press pause and respond.
Developing in Unreal for the Quest.What Shader Model is recommended?I am assuming ES 3.1?I was just wondering, when switching from Shader Model 5 to ES 3.1 my preview in Unreal is changing.I am confused. When I do the shading, lighting and look dev, I am usually using by default Unreals Shader Model 5.When switching to ES 3.1 - everything looks under-exposed and also like I would have different Gamma Values.Please see the screenshots below.Questions:How do you approach that?How do you do your look development and lighting?I also noticed, that the values of lights are different.That's why I am getting different results.Also the Shadows are gone. Looks like ES3.1 does not produce any shadows?Ideally I would like to stay in Shader Model 5.But how the heck do you approach that - meaning, seeing on the Quest what I am seeing inside of Unreal when using Shader Model 5?Thank you so much for any little info,appreciate it!
I haven't got the right to post any links yet, you will have to replace all % with dots, sorry about the inconvenience, I've marked all links as code. In the making of a demo, we've got the request from Oculus to deep link at the end of the demo to the Quest store page, however, I've found absolutely no documentation or examples of their deep link capabilities in the platform SDK. The feature is mentioned a few times in different posts:developer%oculus%com/blog/enable-more-connected-user-friendly-experiences-with-the-rich-presence-and-deep-linking-apisdeveloper%oculus%com/blog/enable-more-connected-user-friendly-experiences-with-the-rich-presence-and-deep-linking-apisAll posts forward you to their documentation gathering:developer%oculus.com/documentationHowever, the Unity documentationdeveloper%oculus%com/documentation/unity is essentially useless unless you're just looking to get started with VR, and any of the other documentation topics are irrelevant for us.Also wort
If the project I'm developing builds with vulkan, the app dies.So after debugging, the following Device profile is shown.01-23 16:58:19.802: D/UE4(12008): [2020.01.23-07.58.19:802][ 0]LogAndroid: Selected Device Profile: [Android_Adreno5xx_No_Vulkan]01-23 16:58:19.802: D/UE4(12008): [2020.01.23-07.58.19:802][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Android_Adreno5xx_No_Vulkan]01-23 16:58:19.803: D/UE4(12008): [2020.01.23-07.58.19:803][ 0]LogConfig: Setting CVar [[r.Android.DisableVulkanSupport:1]]Does this kill apps built with vulkan?Can I change the Device Profile to support Vulkan?
Are there any Video-Tutorials that shows the simple process from creating an Unreal VR-Project and deploying it to the Quest?I guess that would be the best - having a starter guide that shows step by step how to setup the project file in Unreal and how you deploy it to the Quest.A simple scene file with a few primitive objects would be nice.Covering the most important steps from the beginning till the end.Thank you very much!ps: any tutorials Oculus recommends developing for the Quest with Unreal?
Hi, so I updated the desktop software and I'm getting an orange banner saying; "A Quest software update is required for Oculus Link (Beta). Install the update from the About section of Settings in your headset." I went under 'Settings > About' in the Oculus Quest and the software update says no updates available. I'm running 12.0.0.226.xxx. I tried rebooting the Quest and that didn't work. It was working fine until the desktop app needed to be updated. Thoughts?Thanks.
Save data with this method "CloudStorage.Save()"and Load data with this method "CloudStorage.Load()" ?How to use that methods?I want to save user data in user's oculus account like google game service.How to save user data(level, money, score etc...)
Controller tracking and hand gestures seem to work fine, but the Avatar body is visible and stationary. Have I missed a step?I created a new scene in Unity 2019.1.4f1 with Oculus Integration 1.37. I've added OVRCameraRig and LocalAvatar to my Hierarchy. I've changed tracking on OVRCameraRig to be floor level rather than eye level. No other changes.I'm seeing the same behavior in the sample scenes, particularly the LocalAvatar example scene in Oculus -> Avatar -> Samples -> LocalAvatar. The mini avatar mirrors my hand motions, but the Avatar's head and body don't move.
How would you go about detecting if the user is making a fist with his hands with out controllers?Would that be a custom gesture? How do you create one?
I am using OVR Player controller with Oculus Integration (from a few months ago) and Unity 2019.2 in a new scene but when the scene loads, the hands are offset from the camera . They still track but from the wrong origin. In the scene they are in the ceiling and seem to face the wrong direction. This happens when I reset the scene also. Is there a way to reposition the hands without having to exit the game?
When I open any project on Oculus Quest a part of the virtual world appears with the wrong colors as in the photo.It does not happen systematically, sometimes there is no problem and it occurs later as soon as I start to insert elements or blueprints.I use the Unreal engine version 4.23.0 and Oculus updated to the latest version.I use Blueprint-based projects with a pre-configured virtual reality template.Thank you for any help you can give me to solve this problem!
Hello!I have a problem with WebVR API, when I call a getVRDisplays() Oculus Browser returns error: Uncaught (in promise) DOMExceptionCode:navigator.getVRDisplays().then(displays => { if (displays.length) { VRManager.display = displays[0]; console.log("VR api found " + VRManager.display.displayName); } });but in Firefox Reality it works great, appearse only in Oculus Browser.Maybe someone know where is a problem may be, thanks for help!
Dear all,I'm working on decoding realtime video streaming on Quest.A Unity VR application contains a native plugin which uses MediaCodec API for decoding HEVC streaming.It works like a charm at 72 FPS, but strangely gets slower to about 40 FPS when tracking is lost or the guardian is turned off.Specifically the output buffer available callback is called slower even though enqueue input buffers fast.Is there anyone has an idea? Any kind of advice will be helpful :)
Hi there!@problem:I am getting jittery geometry when using the Quest and running a tiny demo project.@download:forum does not allow me to post a link@video:I also recorded a video from inside the Quest to demonstrate the jittering.forum does not allow me to post a linkFor some reason, you can NOT see the jittery-problem in the recorded Video - kinda strange.But when you run the game on the Quest it's very dominant. It looks like the geometry is jumping and it makes you kinda dizzy.What could cause that issue?I thought about a possible Frequency issue. Is it mandatory, to setup a Frequency Runtime in a Level Blueprint of Unreal?thanks for any little help,appreciate it!
We were told November but now we're approaching February and I've heard no updates on the Quest Business portal. Did I miss something and it stealth launched?If not, what's the official word on the status of this feature? It's extremely important for my enterprise clients.
OK..here goes. Unity 2019.6.6f1, oculus intergration 12.0. Finally get hands to appear in local avatar (why I have to put in app ID is beyond me as I'm only seeing what unity can do, it seams like Oculus want to spy on everything everybody does!!..typical Facebook). BUT as soon as I attach a sphere or anything to make it a grabber (I assume to the left hand anchor...if I'm wrong please tell me)), then the hands and controllers completely disappear, and I have no idea how to add grabber to hands in the local avatar.We could do with a video tutorial from scratch with the latest versions just to see if anyone can actually get it working. Watched plenty on Youtube, but some seem to have Avatar with grab prefab, and the latest version doesn't seem to have that.
Hi,I am still messing up with code and trying to get my things work.My stuff is entirely done in CPP however I noticed all sources in the NDK samples are plain C-99 ..If I take the VrCubeWorld_Vulkan sample and I try to add to the project a simple "Banana.cpp" file that contains as simple as :#include <stdio.h>#include <stdbool.h>bool InitWorld (void *p){ return true;}Then I modify the Android.mk file as :LOCAL_MODULE := vrcubeworldvk#LOCAL_CFLAGS := -std=c99 -WerrorLOCAL_SRC_FILES := ../../../Src/VrCubeWorld_Vulkan.c \ ../../../Src/Banana.cpp \ ../../../Src/Framework_Vulkan.cAnd then from within I call :extern bool InitWorld (void *p);void android_main( struct android_app * app ){ ALOGV( "----------------------------------------------------------------" ); ALOGV( "android_app_entry()" ); ALOGV( " android_main()" );
Hey All, (sorry for the cross post with unity development, just realized that this might be more appropriate here)I've been playing around with hand tracking, along with arm and body presence using IK. I'm hoping there's someone out there who has some seen some information or documentation on how to go about swapping out the Oculus provided Hands used in hand tracking with your own model.So far I've got the following https://www.youtube.com/watch?v=__bBJpAmNfY ;which, in terms of the arms and body are "OK" but the next step there is to get each of the underlying model's fingers to move and animate with the OVRHandPrefab Anyone have some idea on where to start there?
I've been building an application for Go until recently, but after trying the Quest am seriously considering changing my platform because of the 6DoF. My Go development process so far has been like this: I use a Rift hooked up to my PC to do most of my Unity development (because of the perk of editing in play mode), then build to the Quest and make sure my build is bug-free before pushing it to my main branch. What I'm wondering is if we'll ever be able to use the Quest hooked directly up to Unity instead of needing to use the Rift for that purpose. Do other people want this feature?
I've followed step by step tutorials, and pushed my first build, which is just the locomotion scene from the oculus assets. It seems to be pushed to the quest, but when I run it, I just get three dots.. and nothing happens.. just the three dots. Whats going on?Also; once I've built it, can I disconnect the usb?
Is there any way to enable the Quest Passthrough camera on demand (like double pressing home button on the Rift S...)? Thanks and Ciao from Berlin. Seb.
Hi there!I am trying to deploy a test project from Unreal to Quest.I am able to run the application - but when I do so, all objects appear just black.I am using Substance Source Materials.Is this not supported?What am I missing here?thank you so much for any little help,appreciate it!
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