Quest Development
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Hi there! Im currently making an application in ue4 where the environment is generated by the guardian grid. So far its working well, but I was wondering if there was a way to get rid of the maximum of a 5*5 grid. Maybe as an experimental guardian feature? It would also be cool to 'cut out' a sofa or something thats in the middle of your playing field, to get more customization.Another thing I would love to see is acces to the camera (maybe as a render target). I know im asking much, but if there are any workarounds, Id love to know. Thanks!
In one of our apps, we implemented a pointer interaction.I tried to align it as closely as possible with the pointer that comes out of your hand in the dash menu, and I noticed that some sort of smoothing or predictive movement is applied to the pointer's movement (the application pointer was much more shaky when the 2 pointers were displayed on top of each other).Any idea on how to implement such smoothing?From some platelets we did, it would really help players to confidently select stuff with the pointer.TX
We have an app on the Go store that is available for the Quest in the Go section of the store. Its on the UE4 platform and uses Oculus Avatars. Our game does work well with 6dof however we would like to improve the Quest experience by allowing both controllers to work and to get all the inputs from the controllers, for example the second trigger and the top buttons. It appears to go in to a Go compatibility mode that limits the range of input from the controllers. Is there a way to turn that off? The kind of mechanism I would look for would be an API call such as setControllerMode("quest") or setGoCompatibility(false) or a flag to set in the android manifest that tells the app not to do that. Thanks!
Hello everyone!I'm currently working on a game for Oculus Rift in Unity which uses an external Bluetooth module to activate a VR vest when hit by enemies etc. I am trying to port the game for the Oculus Quest and I was wondering if there is a way I can pair this bluetooth module with the Oculus Quest so that the game running there can also use the VR vest? I've tried with an Android/Bluetooth asset from Unity but it hasn't been successful.Is there any way to pair the Quest to a bluetooth device that isn't headphones or a keyboard? Thank you for your attention.
Hi,I am using Unreal Engine 4 and have a dedicated server and the online sub system is null, i'm connecting by inputting the server IP in the open level node.I'm using a Oculus Quest to join which works absolutely fine on first connect, but if for whatever reason it would quit or get disconnected it will not connect to the server again. It will just act as if the server isn't there and just join the entry map, and seemingly not run the level blueprints as a video in the level will not play additionally nothing shows in the server logs. The only way i can get it to work again is to reinstall.It works fine on PC and its really weird that it works first time on android, has anyone had this issue before please let me know if you have a fix.
Hi,I am still not sure how all that works but could be in a future a request for a "Project Template" where you go like "New project -> Oculus NDK" and gives you a "base" to start with ?Clearly Android Studio appears to have support for something like that.Thanks in advance.
So ..Linux, Manjaro Mate, all seems almost ok, I launch adb devices it shows me the Oculus Quest in the list but is in an "unknown state". Try as I may I can not make it get "authorized" or whatever.Also "even more funny" this very forum seems someway "not to work" from Manjaro Mate, I can sign in but then this page asks me to sign in again and then it hangs forever not letting me post ( so I had to reboot in Win10 to make this post ). Ovearall so far : - in Win 10, Cradle seems NOT to work no matter what I try - in Win 10 at least the device gets someway "authorized" but then looks like Android Studio does not want to know about it- in Manjaro I can make Cradle work and compile something - in Manjaro I can not ( yet ) make the Oculus Quest been seen and start working with it Any suggestions appreciated. -- UPDATE I found a way to make it work, you HAVE to disable/re-pair/re-enable debug mode.Otherwise does not ask for "ah this is a new PC should I authorize it", it just ingores it co
Hi all,As the title suggests, my team have a situational restriction for a potential project which we could solve if our product were run with the tracking disabled on the headset, but maintaining 6-DOF controller tracking. Is such a thing possible with the current architecture or might there be a workaround to achieve this effect with headset tracking disabled?Cheers
Hello,We have been having a graphical bug occur for a while now but it's been very difficult to consistently replicate it in order to track down what's happening. We are using Oculus's branch of the UE 4.20.3 engine. When the bug happens the visuals go black and the application drops to around 5 FPS when looking at the OVRMetrics Tool. Just recently I was able to get a logcat file of it happening so I was able to see what could be causing the problem. When looking at the logcat file I am able to find the point where the bug happens because it starts consistently outputting:W Adreno-GSL: <sharedmem_gpuobj_alloc:2706>: sharedmem_gpumem_alloc: mmap failed errno 12 Out of memoryE Adreno-GSL: <gsl_memory_alloc_pure:2270>: GSL MEM ERROR: kgsl_sharedmem_alloc ioctl failed.I've looked above where those lines start outputting and nothing seems to stick out as unusual so I'm not sure where to go from here to further track down what is happening and how to fix it. If anyone has h
On the Rift I use Save Game to Slot to save user data as outlined here: https: //docs.unrealengine.com/en-US/Gameplay/SaveGame/index.htmlBut on the Quest, the call to 'Save Game To Slot' fails. Anyone know why it would fail? Is there something you have to do before you can save user data on the quest?
After using 'adb install -r xxxx.apk', I used to drag the .obb file into my game's folder on the Quest's obb directory. But now there is no folder there for my game. I tried creating one, but the game never launches when I do that.EDIT: ah, nevermind I got it working. There's an 'obb' folder and then an Android/obb folder. Also, even after copying my new obb to the right folder, the game won't launch until I restart the Quest... Is there any way to delete questions from the forums?
I updated our Unreal engine to 4.23 last week, the Oculus version on Github, and everything seems to run OK on Windows. But I tried to run it today on the Quest, and I just see the three loading dots on a black screen forever. Packing succeeds and the install seems to work OK. I don't know how to figure out what the problem is. I tried 'adb logcat' but I'm not sure how to use that to locate the problem. Anyone have a suggestion for what could be the problem?
With the latest automatic update it looks like WebRTC audio streaming just doesn't work at all.If you go there it will simply end the audio stream (logging to that effect).I can't post links because this forum won't let me, so Google this to find the test page: WebRTC samples getUserMedia, audio only
As of last week my game is only booting intermittently. On my first attempt this morning, it just hung with the three dots and never reached the Unity splash screen. I cancelled the program after about 3 minutes. Then I ran it again and it booted in a few seconds. This behaviour started at the end of last week when two things happened at more or less the same time. Firstly I added the entitlement check code. And secondly, there was a system update.Note: I was not connected to Wifi during these tests.
Its ridiculous that out of the box the teleport functions don't work. Are there any people actually working to make these tools better?Avatar Grab Demo - No Hands doesnt workCustomer Avatar Works - glitchy slowTeleport: Walking only works nothing elseHow can this be released like this? And more importantly its been like this since 1.39?
I am developing a application in native android.In my application I need to give user a option to set the guardian again without going out of the application (normally guardian is set using the settings). Is there way to directly open the guardian selection option on click of a button?
I don't know if there's been a system update recently but I've been experiencing a lot of tracking failure and glitches in the system menu recently. Is anyone else having problems?
Hi, I am an Oculus Quest Unity developer. I have tried to Debug my Quest application by Unity Rendering Profiler window, However, doing so arouse performance issue: the FPS drops from 72FPS to 20 FPS. May I ask why?By the way, I have also used SnapDragon profiler for specifically profiler GPU performance of the application, but the images cannot be captured.Any solutions would be highly appreciated!
I know a while back setting up cross buy was possible with App Groups (or similar name, not sure) for Quest and Rift apps.However, I can't find that option anymore. How do I connect a Rift app and a Quest app to be "the same" in terms of a user buying it on one platform and getting it as well on the other?
I have managed to create a scene an import some objects inside now i want to set up my hands and be able to grab some objects please assist
Loaded VR template in UNREAL 4.24 (Preview 2) and template worked and deployed fine. Enabled CHAOS Solver and CHAOS Editor to test destruction and progLogPlayLevel: Error: 11-12 14:30:20.620 26189 26206 D UE4 : LogPluginManager: Error: Unable to load plugin 'ChaosSolverPlugin'. Aborting.ems crashes on launch. LogPlayLevel: Error: 11-12 14:30:20.620 26189 26206 D UE4 : LogPluginManager: Error: Unable to load plugin 'ChaosSolverPlugin'. Aborting.Not sure if this is an UNREAL, ANDROID or OCULUS Issue. But since Oculus has the best support community of the 3 I thought I would start here.
Using Unreal 4.22.1 Quest integration of Unreal.Hi all, I'm trying to get to the device serial number on the Quest. Can anyone point me in the right direction?I did a quick forum search and only found this link, but not sure how the java objects and such would work within the unreal codebase.https://forums.oculusvr.com/developer/discussion/comment/639585#Comment_639585Also, when I use the Oculus blueprint node for Get Device Name (which should simply return Quest, not a UID) - the call fails and returns an empty string.?DR
I have a working regular Android app, which works inside the Quest as a 2D app via Oculus TV, just like it would work in a phone.What I want is to make the app work as a VR app, in which the Android view is shown bigger and with a curved shape (more immersive). Just that. Inside the "display" it should be the regular Android app just like it works in Oculus TV.Is it possible?
Hi guys, I can't find oculus quest platform on platform dropdown, please help
Trying to connect to an Arduino using an HC-05 Module. The module can be found by other devices like my phone, but it doesn't appear as an available device for the Quest. All other Bluetooth devices show. Devices being used:Oculus QuestArduino MicroHC-05 ModuleAny ideas on why it won't show?
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