Quest Development
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Hi,after much faffling I managed to get "something that kinda works" .. however it's not clear to me what is the proper way to clone/create a new VRSample thing, suppose I want to get the VRCubeVulkan sample and make a copy called let's say "VRTestVulkan" to modify/experiment with.How you can take that whole project/thing and modify/clone in it ?I tried the following, but did not work very well, it KINDA worked, KINDA ..1. take the VRCubeVulkan folder2. copy it into something else3. re-open the original folder4. use "Refactor" to rename directory and "module" name5. re-name the "something else" into VRCubeVulkanI am not sure it's the correct way to do it, what it the best/correct way ?Thanks in advance for help.Cheers.
I love to be able to use the Quests IR camera feed (the b&w digital version of your real surroundings when you set up guardian). Is that possible?
Hi, we are developing Oculus Quest app in Unreal. Basically we have a couple of Quest's set up in a bus with a mapped route. Passenger has a seat with Oculus, and when the bus starts moving, we capture movement with couple of sensors, and recreate movement in the VR world. Passenger seat is safe and they are buckled up. App runs in kiosk mode. We have a problem, where we have to each time set up guardian system. Basically what we would need is an option to make guardian system default into standing siting mode, instead of constantly asking on boot to confirm the boundaries. Since the passengers are in their seats and buckled up, whit oculus set up in a way that can be used only in the chair, there is no need to recheck for guardian each time.Can we some how make this a default thingThank you
Using Unity, I've built a video player with a 360 and set up some pointers. I want to use a map of the property as a UI for the user to jump to specific points (on the property and in the video timeline). I'm not sure if this should be a canvas or sprites. Also not sure if I should be using a canvas pointer or physics pointer. I'm not looking for a solution, just to be pointed in the right direction.1. Should I be using Canvas or Sprites (or something else, I am very new at this) for my map-based UI?2. Depending on the answer to 1, should I use a canvas or physics pointer to interact with the map?3. We will be installing the app directly on the Quest. I would like to load the video file from the device sdcard. I haven't had any success with the methods I've tried. This seems like it should be really straightforward, so any tutorials or direction is appreciated.I really appreciate any direction provided. I'm happy to provide more information, if that's helpful. There really isn't that m
Hi,We are doing an artistic/historical virtual experience on Oculus Quest.The project is already funded by severals govvermental grants, and it will be presented to the public in april 2020.So far, we plan to install it on Oculus Quest as 'Sideloaded app', but I wonder if it's possible to submit it to the store, for free?I'm doing a document to pitch the project, but I'm not sure if it will be accepted whatever the graphic quality of the app, because it targets a really particuliar part of Quebec City history.It will this way be displayed in the Home page of Oculus Quest, and can reach a larger public.
Hi,just to know is anyone actually trying to develop something from scratch using Vulkan on Oculus ?I am and so far having many problems trying to just get the things to compile / load into the Oculus Quest.I am just curious to know if there's anyone else writing something using Vulkan that maybe could tell me "how he/she managed to do that" beacuse I am still having problems with the SDK and such on Windows 10.Any help/info would be appreciated thanks :)[edit] - alternatively, would it be possible to get in touch with the person that done the Vulkan Cube sample for the SDK ?[edit2] - update : so far I applied ( on Windows 10 ) a few updates that Android Studio was asking for .. it still does not work, I not once ever manage to compile ( let alone run ) ONE of the sameples, GRADLE still complains about various things.I manage to move/compile my own Windows ( then ported into Linux ) Vulkan code, now I am trying to clone the Oculus Vulkan Sample to start modifying it to fit my stuff int
HiI am building VR Video Games for Health problems with Oculus Quest and I need to add Browser feature into these one( and not through Standard Browsers like Chrome) to can access additional info( for example a Blog), for it. Are there any metod to do it? Please If anybody know some similar way to do it, I am willing to heard it......Thanks for your timeAlejandro
Ť提交相关材料后,说是会在10个工作日内给我回复,但是我没有收到回复,进入提交页面时需要重新提交材料,我已经重复了两次。有谁可以帮帮我吗?我希望发布一款视频播放器,但是找不到发布软件的入口。
Ok I am maybe going to do "a big mistake" but at this point - fed up with Android Studio on Windows and trying to get it work - I am going to try with whatever VS seems to have for "Android NDK development".Has anyone ever tried this ? Tried to "port/migrate" some of the projects in there and/or just have something that runs on the Quest made in CPP native done with this ?I don't know .. "despair" but I am going to try it and see where I get.I feel there's not much support for CPP/NDK developers here ..Please prove me wrong ..Cheers.[edit] - ok the first ever attempt with a "VS Andorid CPP project template" at least seems to compile and be uploaded in the Quest ... (*).. it does not do/display anything yet ...So I'll see if I can port one of the SDK projects into the VS Envirronement ... (*) this is much more than what my attemps with Andorid Studio, on Windows 10, got, because there I could NOR compile NOR launch anything.As I said before it did work on Manjaro Mate Linux but not on W
Hello every one,I want to ask that how to get my Safe Play Area in game?I use unity to develop.I just want to get the center position in safe play area,and notice player to move close to center position.
I'm interested in the hand tracking, both for creating apps/games which use the hand tracking alone, but then i also wondered about these:-will one be able to use the hand tracking together with the controllers, too?So like then one could maybe have even better hand/finger representation in a game/app which uses the controllers-is it also thought of to maybe extend this so it is not "just" hand/finger tracking but also lower/upper arm tracking?So then one could show arms for the player and they would be perfectly where the real arm parts are instead of us guestimating it.(sure could only track it during times those parts are in camera view, but that could already be a nice improvement, so whenever in camera view it could have the arm parts at the positions/rotations coming from the detection, and when going out of the detection it would fall/ease "back" to an IK or similar solution guestimation)is any of this already known?
I've stared at this for quite a while and still don't fully understand how it works. I'm looking at the sample UI and trying to create something similar that uses a laser pointer in order to trigger a menu option. When I look at the debug UI demo in unity. Nothing actually shows up and it seems like quest is not even using buttons to define what exists on this canvas. Can anyone shed some light on how this should work/be modified?
I was using a USB-C to USB-A adaptor on my laptop, this worked fine until the Link update, now it doesn’t work for data, Quest isn't recognised as a device. Confirmed on PC with USB-A and USB-C ports. It works fine when plugged directly in to USB-C.Is anyone else encountering this issue?
Hi, I just implemented Oculus Link and can use the Apps from Rift very nice.But the reason i did it was to be able to test on Quest without compiling to apk.I tried a lot and did not find the hint.Please help.Yours Marc
We are using the standard Oculus integration in Unity 2019.1.2f1.I am looking for a callback/event that is triggered when the HMD is reset after the user presses and holds the Oculus button on the right hand touch controller, but have not been able to find anything either in the online documentation or by looking through the available source code. Have I missed something?Assuming I haven't, I was going to add an event and trigger it from within this conditionif (AllowRecenter && OVRPlugin.shouldRecenter){ OVRManager.display.RecenterPose();}which is from OVRManager.cs, line 1383. Any reason why that wouldn't work for me?
I'm trying to upload a build to Oculus but at the moment I'm just getting back "server error." Is the system down?
Hey guys, I can't seem to find a way to show the hand positions of the Oculus 1.40 local avatar during scene view, not in play mode. I can get them through a script in play mode through the RightHandAnchor or LeftHandAnchor tranform, however, i would want to see the positions of the hand as I intend to put some colliders on the fingers to interact with other colliders (e. g. push some buttons).Would you have any advice how to go about this issue. Thanks.
When the quest will support guardian of ue4 blueprint?We want to edit the Guardian, but only support the Oculus Rift in this stage, help~~
2019.1.8On our PC project everything works perfect, on our android version we only get hands but not upper body avatar.Anyone got a solutions for this error msg i get?
I developed an app for Oculus Quest device and it run normally. Now I want to run it on Oculus Go device but it does not run good (I guess because I use the same code for both devices). Anybody know the solution?Thanks in advance :)
I'm working on a touch interface in VR. To get better graphics of the "screen" in world-space (which are basically printscreens) I use OVROverlay and LocalAvatarWithGrab to interact with the touchscreen. Problem is that screens with Overlay render through the hands despite being in front of the screen. Why turning off OVROverlay script does not work?
Hallo!Ich bin am verzweifeln! Probiere schon seit Stunden mein Headset mit dem PC im Entwicklermodus zu verbinden. In Windows 7 SP 1 kann man die android_winusb.inf nicht installieren. Es steht dort: Diese Installationsmethode wird von der ausgewählten INF-Datei nicht unterstützt! Das macht die ganze Sache sehr schwer!Im nicht Entwicklermodus funktioniert es dennoch, denn da habe ich im Geräte-Manager bei "Quest" mit dem Ausrufezeichen manuell die .inf (mit Oculus adb Interface) gesucht und ausgewählt. Somit wurde nach erneuten verbinden mit dem Headset mir Tragbare Geräte angezeigt mit der Quest ohne Ausrufezeichen. Dennoch wird mir kurz danach XRSP Interface mit dem Ausrufezeichen angezeigt! Der Datenaustausch mit der Quest findet aber trotzdem stadt.Aber im Entwicklermodus funktioniert das nicht, denn wenn ich (diesmal kein Quest Ausrufezeichen, sondern ADB Interface Ausrufezeichen) mit Oculus Composite ADB Interface auswähle erscheint Oclus Device mit der Ausgewählten adb ohne Ausr
Hi, I get these compiler errors using the latest oculus integration 1.40Assets\Oculus\AudioManager\Scripts\Audio\AudioManager.cs(349,26): error CS0029: Cannot implicitly convert type 'System.Type' to 'Type'Assets\Oculus\AudioManager\Scripts\Audio\AudioManager.cs(350,39): error CS1061: 'Type' does not contain a definition for 'GetMethod' and no accessible extension method 'GetMethod' accepting a first argument of type 'Type' could be found (are you missing a using directive or an assembly reference?)Assets\Oculus\AudioManager\Scripts\Audio\AudioManager.cs(379,26): error CS0029: Cannot implicitly convert type 'System.Type' to 'Type'Assets\Oculus\AudioManager\Scripts\Audio\AudioManager.cs(380,39): error CS1061: 'Type' does not contain a definition for 'GetMethod' and no accessible extension method 'GetMethod' accepting a first argument of type 'Type' could be found (are you missing a using directive or an assembly reference?)Assets\Oculus\AudioManager\Scripts\Audio\AudioManager.cs(416,26)
is posible to make occlusion culling in the quest ?how i can use Fixed Foveated Rendering in unreal engine ?
I am trying to develop an environment in which the left controller moves to mirrored left hands with the same actions etc but an offset in position. Any ideas how I can do this? I have been trying to do this for 3 weeks without luck. I don't need anything very advanced, but something as simple as copying the already implemented hand, move it a bit and then make it work as well would be sufficient. I hope anyone can help me
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