Quest Development
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Code below: I want to use the position of the joystick or secondaryindextrigger. To check its value i placed it in a Text field of a canvas.But the value is always Zero. Only very seldom it is functioning an the value from 0 to 1 is showing up for the e.g. the index.trigger.If i use the buttons, all is ok.I tried to make a little wait for 1 sec after the command... no influence.(just to make clear: The OvrCameraRig, OvrInputModule, OVRGazePointer, Canvas with OvrRaycaster all is used).public class ovrInputTest : MonoBehaviour{ public Text text; void Update() { text.text = "Hand" + OVRInput.Get(OVRInput.Axis1D.SecondaryIndexTrigger).ToString(); }Thanks for Help... yours Marc
Hi,I am cracking my head severly over deveping something for Oculus Quest using Vulkan, ok fine there is what there is, I get that.However I find "absurd" that I can not find ANY documentation about the Vulkan API/functions like "ovrVkContext_Create()", I mean sure there is some Vulkan API documentation somewhere ? Some PDFs ? Something ? Can't find it anywhere, where is it ?Is it possible to pass any message/get in touch with any of these persons in the list ? ( that appears are the ones that created the only document I can find ? )I mean one of this people : "Remi Palandri, Kevin Xiao, Todd Keeler, Ross Ning"I only wish to know "is any reference document I am missing somewhere I can't find where to download it from ?"I have to say "I am a little bit disappointed at Oculus support", it used to be .. "better", I mean every now and then there were some replies, I am just asking "where are the documents" ( if there are any documents ) and if there are not "is any way to know a bit more a
Hello all,Is it possible to make a webgl/webxr/webvr build for the Quest that utilizes the Hand Tracking over the web? I realize it works fine for normal controller tracking and interactions, however I am curious if the hand tracking can be used online? I feel like the cameras won't stream the input over the web but I am wondering what you guys think on the subject? Thanks!
Hi all,As part of my University final year project, I am utilising the Quest in scenarios such as crossing a road. This is requiring large designated play spaces, and the Guardian system though useful is starting to hit the limit in where I want to designate a space. From my observations, I have been able to make rectangular-shaped zones with up to 10-12 meters in length, but I need both the width and length in my scenarios.I am already aware that you can disable the Guardian, but I hope to keep this system as a safety measure. Is it possible in any shape or form to increase this supposed limit of 25 Square Meters?
I copied the following assets to my own scene:OVRCameraRigHandsInteratableToolsSDKDriverI subsequently move all of them to another position simultaneously. After build, I can see that my hands/fingers are tracked but they are stretched to such an extent that they are unrecognizable. (Something alike to a upside down, blue spider with extremely long legs) They respond to my hand movements well and appear in the place of the OVR example I copied the assets from. My understanding is that I cannot move the Hands prefab from its position or something similar. But what is the source of the stretching?Unity 2018.4.8f1Oculus Integration 12.0Kind regards
Quest is unable to load CHAOS Plugin,
In the recent weeks I found 3 Teams who already made a similar local multiplayer game with Quest as Oculus promoted the Quest on the Connect event with Dead'n'Buried. The Canadian Phenomena made a game named Versus. It's a "lasertag" shooter game for 1vs1 up to 4vs4 players or maybe more. They using a PC as a server with no internet connection, and the quests connected to this via wifi. There is a team in Vietnam, I have no info about them. And I found an article about a company from New-Zeland on the STUFF dot CO dot NZ site. I'm new here, can't share the links, but here is some names for googling: Phenomena - Verus VR Laser Tag; Oddball - The company from Wellington; Holomia XR - Mission X from Vietnam(Youtube...) .So there is some light in the mystique of Quest based local multiplayer development. Searching for this knowledge and asking people about this is my daily routine now.Is there anyone who found any usable documentation, technical blueprint to set up this thing in unity
when I try to buy games on the store no matter what I do it always says that I could not add a payment method I have tryed 2 debit cards and one master card and tryed them on my phone and a computer both with a different wifi connection. This has been happening for 3 days now I dont know what else to do and am getting very mad.
Dear Oculus Team,Congratulations on the launch of the Quest earlier this year and for the highly successful sales campaign over the holiday season. You have brought VR to the masses and as a user and developer I am extremely grateful!Your support of the Quest has been absolutely outstanding with constant updates on performance and tracking along with the added new features such as Hand Tracking and the Oculus Link. You have accomplished a great deal in a relatively short time since the launch of Quest. Thank you very much!!Now for a humble request. I am not only a developer but I also own and operate a Location Based VR (LBV) venue with several VR stations and Escape Rooms. I also have available over 5000 sqft of open space for arena scale VR. To a large extent I started this venue because of the Dead and Buried Arena demonstration shown at OC5 along with the other VR Sports demos. The potential of the Quest in this space is enormous! Not only in entertainment but in training, edu
I have some sugestions for Oculus Quest.turn mic on/off from icon in dashboardturn wifi on/off from icon in dashboardshow controllers battery percent same as it show for internal battery, at least when you hover over them in dashboard
Hello, I'm a bit frustrated that our pitch for the Quest is being rejected, without any feedback.I can't imagine which aspects of our game are causing the rejection.We've been working for many months on a massive game, that has an enormous following.The game is called Flight Unlimited, and we released it for mobile about 6 years ago.The game has over 5 Million downloads world wide.Our plan was to surprise our fans by bringing the next iteration of Flight Unlimited to the Quest.It's the perfect platform for flight simulators.I can't imagine why our pitch has been rejected. We have a massive following for the game, and it's a perfect fit technology wise for the Quest.Is there someone I can speak with to figure out where we're going wrong with our pitch?We have a great deal of work already invested in this game. We never imagined that it wouldn't be approved.Sorry for posting this here, but if we can't get this approved for the Quest, we're in big trouble. I can't seem to get i
OK,I solved the problem, thank you。
The StartScene scene and OVROverlay scene in SampleFramework use OVROverlay, so if Low Overhead Mode is enabled, the application will always crash in Oculus Quest.Reproduced on Unity2019.3.0f1 and Oculus Integration v12.0.
I keep getting this error when I try to build the application to Oculus Quest using the Oculus > Build APK and Run.OVRADBTool java.lang.SecurityException: Permission Denial: starting Intent { act=android.intent.action.MAIN cat=[android.intent.category.LAUNCHER] flg=0x10200000 cmp=com.oculus.UnitySample/.UnityPlayerActivity } from null (pid=20336, uid=2000) not exported from uid 10012 at android.os.Parcel.readException(Parcel.java:1692) at android.os.Parcel.readException(Parcel.java:1645) at android.app.ActivityManagerProxy.startActivityAsUser(ActivityManagerNative.java:3146) at com.android.commands.am.Am.runStart(Am.java:648) at com.android.commands.am.Am.onRun(Am.java:396) at com.android.internal.os.BaseCommand.run(BaseCommand.java:51) at com.android.commands.am.Am.main(Am.java:124) at com.android.internal.os.RuntimeInit.nativeFinishInit(Native Method) at com.android.internal.os.RuntimeInit.main(RuntimeInit.java:262)UnityEngine.Debug:LogError(Object)OVRADBTool:RunCommand(String[],
Try to use the button prefab "NearFieldButton" from the new oculus integration V12.0 package. Problem is the "Interactable State Changed(InteractableStateArgs)" in Button Control panel can be triggered by all three collider zones(Proximity, Contact, Action), whichever touched first. Anyone knows how to trigger the event on Action zone only? Thanks in advance!
Hi -- I've followed the instructions in the Quest developer docs to successfully build and run the HandsInteractionTrainScene from the latest Sample Framework. The app runs fine, all interactions are great -- only issue is that the hand's textures look trippy in a bad way, flickering like mad, as shown below.I haven't modified anything in the sample scene beyond what's in the instructions and I'm sure it's an easy fix. Thanks for any suggestions.
how do i fix this problem
I just got this all up and running and built out the new train demo to my device. When I try to use it though while on the device while hands are enabled there is a message that this app can't be used with hands - I have to use controllers to use this app. Is there a flag missing somewhere?
Hi there.I have a Santa Cruz headset that has been updated to the latest software and an iPhone XR with the latest Oculus app.No matter what I do, the headset WILL NOT sync with the app.I've tried:Getting the latest iOS updateConstant on/off bluetooth loopDoes anyone have guidance for this?
I develop a demo on unity 2018.4 with quest. But when I install my demo that only a playerController in the sences, it always show me a dialog "update in progress Please leave your device on , connected to wifi....". I just want to know why? where is my wrong probably? Thanks, very very much!
I would like to install leaderboards and achievements in my application. I tried to open VRhoops as a sample of these functions. A main scene of VRhoops is down soon after transition to the scene. This VRhoops is in Oculus integration. I installed my application in my Quest with SideQuest.
Hi,I am looking all around docs and such .. I can't find more than this - https://developer.oculus.com/reference/mobile/1.28/vr_api_8h#a5a9a98c6999ea7e13fcccb8936453d56Is anywhere any other more detailed document ( PDF ? ) that describes the VRApi ?Cheers.
I'm working on a vr game and thinking about porting it to Oculus quest, currently I'm useing steamvr library in unity. do I need to use ovr instead of steam to lunch on Oculus store ?
I am trying to find the way the Hand / OVRGrabber expects my object to be oriented but no matter how I flip it or parent it to other objects, one hand (OVRGrabber) will always give the wrong direction (flipped on one axis). Why does one hand flip the object??? Is it the grip collider's orientation? What am I doing wrong and where can I find some docs on how to prepare an object for being grabbed and NOT flipped?I am in Unity 2019.10 an using the latest Oculus SDK and the OVRGrabbable objects in my case must have Snap Position and Snap Orientation active. Which means the grabbed object, while grabbed, inherits the gripTrans (transform) values from the grabber hand.I hope someone from the dev team can point me in the right direction here because I don't see any conversation about this issue around.Thanks
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