Quest Development
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Hello, all. I'm porting one of our experiences to Quest and I'm getting this strange visual bug:The skybox does not appear and everything is in double-vision. As far as I know, I'm using the settings that I do in my working template project. This is mostly a blank scene. Just with my player rig and ambient music. I'm using the VRTK 3.3 as well as the most up-to-date Oculus packages.Any idea what could be going on, or at least where I can check?
Hi,I am really getting to a point of DESPAIR, I cannot make any more Android Studio / NDK work in ANY way on any machine.It seems it "mysteriously stopped working" no matter what build.gradle I try to open/use would never compile a thing.Also tried to re-install EVERYTHING on Windows following all the steps I always get the same conclusion, "any time you try to compile you get some errors".I am TOTALLY DESPERATE, is anyone that managed to get this NDK working on windows, or anywhere, and compile some of the VRAPIs Samples and have it run on the Quest ?Any info/help you could give me would be appreciated !As I side note I managed to make my Vulkan stuff work on Oculus Rift, but that's becuase "it all work in Visual Studio", I had not many problems at all there to copy/modify/add/compile/run stuff in there.I'll do one more try, I have an older laptop running Windows 8.1 .. maybe I'll be more lucky there ?I don't know at this point I'd just be happy to have SOMETHING that works/can push c
Hi everyone, I'm wondering if there is a way to start the Oculus Screenshot app from inside your own application without having to go out to home? I'm using unreal. Thanks.
any know how to control or disable hand occluding so that hands can overlap. Currently the hands fade when occluded , is there a way disable this with a low hand confidence?
Hello,I've been trying to access the Music folder on the Quest so that we can load in custom music of the player's choice into our app and play it for them but I can't figure out how to properly get access to that folder. UE4 does have a lot of functions that provides different paths and directories, but when I've tried to use them they never give me the final folder output that I am looking for. Has anyone had any success in accessing the different media folders on the Quest and could offer some advice on where to start with figuring it out?Thanks,Adam R.
Hi,on UE 4.24 with a Quest, I tried to download, mount and read a .pak file.The processus works perfectly on windows but crash on quest.Parameter for android are good because all the rest of my application works perfectly on the questC++ code seem allright because works perfectly on windows, and don't contains any windows specificity.I see in my log, download and mounting the pak file, find all file in the pak, and just crashed when loading the asset.I known after taking a long time in developpement for windows, that my application need to be packaging on shipping and use the packaging parameter "use pak file"When i check the log of the quest launcher i see BuildCookRun -project="D:/UnrealProject/Workspace Portable/4.24/test c++ QUEST/MyGame.uproject" -noP4 -clientconfig=Shipping -serverconfig=Shipping -nocompile -nocompileeditor -installed -ue4exe=D:\Unreal_engine\UE_4.24\Engine\Binaries\Win64\UE4Editor-Cmd.exe -utf8output -platform=Android -targetplatform=Android -cookflav
I am a scientific researcher looking to install a custom/modified version of Android on the the Oculus Quest.Does anyone here have any experience with doing this or something similar?Note - I have not yet started this journey and am merely looking to see if A) it is possible, `B) anyone here can point me to some resources, provide some instruction or has any relevant links to share.Thank you
Floor level on Quest config is right Floor level on Oculus Config is right Floor Level on Stem Config is Right Floor Level on Steam Apps is Right But If I run my App designed to run on the HTC Vive the Floor is on eye level also the camera seems to be a different camera from the one of the game rig, hands remain on the floor and I'm not at the start position. Any Ideas or clues of what might be happening here? Antonio.
Hi there!I was running my first quick test using Unreal and deploying to Oculus Quest.For some reason I am getting black artifacts and jitter on all my test levels.Here is a short Video I recorded to show this strange artifacts:youtu.be/Jjp8ekfTSwkWhat am I missing here and how could I fix that?Thank you so much for any little help!appreciate it!
Hi! I want to develop a hand tracking prototype, but what's the workflow?I've got an Anker cable and successfully set up the Oculus Link connection from Windows to my Oculus Quest, on which I also successfully upgraded and opted in to the experimental hand tracking, so I can use my hands fine. But when I establish the Link connection, it apparently switches to the Rift UI, which removes the Hands feature and goes back to controllers. Thus, now when I run the HandTest scene by Oculus -- where OVRCameraRig is properly set to "Hands Only" or "Controllers and Hands" -- I do not get any Hands during my Unity-editor live running of the app. (Unity is latest stable 2019.3.0f1, Platform switched to Android build.) The Hand prefabs are properly available in the scene.What to do? Many thanks!
Hi,I need to send a message to a server when my oculus Quest app is closed.In OnApplicationQuit(), I'm calling my function to send a message to the server but it appeared that the server never received the message.Are all Unity's methods are called when closing an app on Oculus Quest ? Is there a better way to send call a function when clicking on the close app button from Oculus menu ?Regards
We are developing an app for quest in Unity engine that needs constant internet connection. But when running the app in quest, internet connection is not detected even though quest is connected to a wifi network. "Internet Connection - Required" is enabled in Unity player settings. Are there any other settings that we are missing out?
How to do the movement of a player while using hand tracking in the oculus quest? Anyone have done Player movement?Have tried to move OVRCameraRig with joystick four-button forward/backward/left/right. OVRCameraRig moves perfectly but issue is both HAND Models are not moving with OVRCameraRig. Tried to Put "Hands" game object as a parent of OVRCameraRig but no luckDoes anyone have an idea?
Hi , i would like to ask you an advice: if somebody has an idea to create a oculus game but he hasn't the skills and the knowledge in vr game creation how can he do it ? he must look for a developer who wants to collaborate with him? tell me if you have some ideas about it thank you
so i tried the debug tool - changing pixel density and going for the supersampling .... and i did the performance overlay... nope. nothing. when i'm in the HOME and i tried some games... no overlay comes up and also no change in settings. i've tried even setting it to really horrible values to see if any effect.. .nothing. (is there a hotkey i'm supposed to press?)anyone else experiencing this? i'm on the latest builds of oculus software and drivers. i'm using an nvidia rtx 2080also - i do get a splash screen really quick when i start the oculus software that says "your hardware is not compatible with this version of Oculus"... but then goes away real quick... i had to do an OBS recording to catch it... it's literally a split second.... and everything seems to work as far as Link functionality.anyone else experiencing this? any suggestions? (i did try on 2 pc's... one with an rtx2080 and one with a GTX 1660 ... same result)i'm running the latest builds oculus v. 12.0EDIT - please disre
Hello I would like to offer a qualified developer a job to , create or develop an application of my specific need , one similar to the job simulator.... contact me at this email lebonefsebolao@gmail.com i want to use the oculus quest to exhibit my idea at show
I have Hand Tracking buttons with OVRPlayerController. But having an issue regarding the OVRPPlayerController moving randomly on scene load. I think an issue related to PanelHMDFollower.
I used Hand Tracking InteractableToolsSDKDriver to make collisions and move OVRCameraRig in direction camera looking.Now the issue is related to InteractableToolsSDKDriver(FingerTipPokeToolIndex). When OVRCameraRIg is in running mode FingerTipPokeToolIndex takes jerks in position in hand. So this causes not accurate collision. This happens when OVRCameraRig in moving scenario. Anyone does have a solution for this?
Hello everyone,I recently developped an app for Oculus Go on Unity using the OVR Plugin, and now I'm trying to port it to the Oculus Quest. The Oculus Go App was a bit laggy because there was a lot of world space UI, so I found ways to make it run smoothly at 60 fps.When developping it for the Quest, I had to recreate a matching InputManager so it could work well with the controllers, and I changed OVRManager's target device from Go to Quest.But when I build the app, it runs at maximum 40 fps on the Quest, even though it was really smooth on the Go.Comparing both Profilers on my PC, I can't manage to find any difference : it looks like a lot of CPU usage is taken by EventSystem ( because of World space UI), Camera Rendering and OVRManager.Update() (which obviously can't be too altered by me (the raycasting part takes the most time)).Of course this is because my PC isn't using all the resources of the scene since VR isn't activated, but to my knowledge there is still no way to connect t
Hi,I currently have a Unity developed Game for the Oculus Quest, but I get a black Screen when trying to cast.How do we allow the App to Cast to TV or Phone.Using latest Oculus Integration and Unity 2018.3.14ThanksMike
We have been experiencing an issue with our roomscale UE4 project where the player is moved to a new location and then back again through no input from the game.This seems to be the order of events.1. Game is being played and everything is fine.2. Headset goes black with three dots flashing in the middle of the screen. This lasts for 1-2 seconds.3. Screen comes back on with the player in a completely different location in the game than they were before the black screen. This lasts for 3-4 seconds.4. Player suddenly moves back to the location they were at to begin with.We have had this happen multiple times but it is rare enough that we haven't been able to trigger it ourselves to debug it.
Hello, I am trying to convert my program that was made for Windows Mixed Reality for Quest.It uses VRTK, and I created a OVRPlayerController to replace the usual camera. However the controllers have no functionality whatsoever.Do I have to map the controls from scratch? Or is there something I am missing?Thank you
Note that this problem does not occur with older versions of oculus integration. This is not working with the latest version of oculus integrationThe problem is that the hands are offset way ahead of the player and tracking is with opposite hands.I am using customhand left and right.both parent transform and player are set to OVRCameraRig and OVRPlayerController respectively.
When the link between the oculus pc software goes haywire. It requires an unplug and replug to get it to reset. This is unacceptable because I am going to wear out the contacts in the quest usb-c doing this. I can see the quest knows whats going on internally. Just have it do a link reconfigure using one of the spare buttons such as pressing the audio button or something. Also it seems the joggling of the usb-c cable knocks out the link. This may be already due to accidentally stepping on the cable and putting undo forces on the connector. There needs to be something like a 2 inch strain relief usb-c we can attach so the brunt of all the mistreatment to the connector happens to the strain relief and not on the quest headset's connector.
There is a fixed limit of around 25 feet square for any given guardian. However you can create 2x2 row of guardians. And it seems the quest actually stores them in history. And it actually knows to autoselect the next guardian.The problem is there is nothing to disable the popup asking you to confirm guardian as you step out of one and into another. There also needs to be an event that fires off telling you that the quest has reset it's tracking position so I know the tracking has been zeroed out Anybody at Oculus working on this?
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