Quest Development
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I'm developing a multiplayer app in Unity using the Photon engine (PUN2). I want the player's avatar's hands/arms and head to move with the player's hands and head movements. But what happens is that, when the second player enters the room, the avatar hands of both players lock up and don't move (the head movements seem to work ok). This happens with an IK script I created as well as with Final IK from the Unity Asset Store. This problem doesn't seem to happen with my Rift. Has anyone else had this problem and can you suggest a solution?
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We update to the latest OVR plugin to try out cloud sync but we realized that we started getting the dialog for cloud sync before even implementing it. We still proceeded to implement it fully and got it working but are now wanting to undo the implementation because we don't like how intense some of the messages from the cloud sync are (especially like the offline mode one) but we can't get rid of the start-up sync dialog! Is there a way to disable this? We've tried switching off cloud sync 2 in the dashboard, deleting files from the sync directory and stopping to request external storage access.Is there a way to shut it off?
We have an application that we want to use only within our company. Thus, we do not want to publish our application in the store. How can we distribute our app to our employees?
Pairing works for my main developers account, but will not work when using a test user account. I just goes round the pairing/looking for headset loop in the Oculus App.Is there any extra steps to take for the Quest and a Test User.I am using an IPhone 6+
Hello I just downloaded the abd drivers 2.0, I m running win 7, when I click Install, (The INF file you selected not support this method of installation),Then I go to device manager and search for the devices not installed and update driver software, browse my computer and select the route for "android_winusb.inf" folder, it says that the windows was unable to install devices (ABD Interface, XRSP Interface).....How can I install the drivers to begin tests?????I also tried to install de abdrivers from abdriver.com.....When I installed reconigzes ABD Inteface as a Android Device, but XRSP Interface driver its not installed....
I just downloaded the latest Oculus Integration 1.39 and built the OVROverlay example to my quest. But when it is showing the overlay functionality the framebuffer glitches. It's hard to describe, I can try to take a video of it through the lens if no one has encountered this before. But I assume since I am running an unedited example someone else has to have the same issue. It looks almost like VHS distortion or when a mpg stream gets a corrupted bit, it is subtle but constant. I do not think it is coming from Unity, it is coming from something lower level. Is there something more I should know about the OVROverlay in Unity to make it work? Does anyone else have it working with zero issues?I am on Unity 2018.4.7f1
Hi, Have hit a brick wall following this guide ( "Oculus Quest Native SDK Getting Started Guide" ), using android studio 3.5.1 and ovr_sdk_mobile_1.26.0 on 18.04 xubuntu desktop. In the "mobile studio basics" guide at the "Select Target Configuration, Build, and Run" section, I don't get a " Select Deployment Target". I get a "Edit Configuration Dialog" that requires I select a module while not having any modules to select. Due to the generic nature of all the names I've had no luck find help online. Anyways At this stage thinking it might be a permission problem? what user does Android Studio run as? adb devices does show the quest as connected. any pointers appreciated.
When I launch into quest and print the thumbstick L and R (Y axis values) I’m seeing 0.000015 at rest for both left and right motioncontrollers. This prevents me from being able to bind that axis to an teleport event or use the axis for any action events for that matter where I may want to fire an event based on any thumbstick movement.... due to the pressed event being stuck. Example: use the Y axis to fire a teleport action event which draws the spline and rotation intent while getting the axis values to control the rotation and only teleporting on release. This is something that I’ve been able to do on the rift s without issue due to the axis reading true 0 at rest. I have separate movement modes and character movement axis actions are bound to y and x for that. I’ve tried setting a deadzone under advanced axis in project settings but while that appears to fix the pressed action it breaks the released.
If I drop in LocalAvatar, I see the hands and controller avatars fine and they follow the hand movement. I can also get the rotation and position of the controllers with code no problem.However, if I drop a gun model as a child of rightHandAnchor or RightControllerAnchor in OVRCameraRig, when I play the game in the headset the gun model is fixed in place. I have tried with the LocalAvatar at the same time and the avatars move, but the gun model is fixed... also tried without the LocalAvatar.I made sure this was in the manifest:<uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />Any thoughts as to how to resolve? Thx!
We have a customer requesting the ability to capture VR training sessions for review. Ideally this will not require the trainee to manually launch the recording feature from the dashboard since there's no external verification that they actually did this. The process of managing the video files is also too cumbersome for this user.Ideally I'd like to be able to programmatically initiate a recording stream that we can capture over WiFi. As a backup plan for the interim, we could use the Chromecast streaming (since the facilitator can verify that casting has started) and capture the stream if this is possible. My worry here is that we'll run into HDCP issues (this is an area that I'm not too familiar with--are there capture solutions that don't require bypassing HDCP?).Any suggestions would be really appreciated!
If you're having problems since the last update, it's probably the manifest. In Unity, go to the Oculus menu, then Tools, then Remove Android Manifest.xmlAnd then, also in the Tools menu, Create Store-Compatible AndroidManifest.xmlThat has fixed those issues for me, and apparently fixes a few other things as well. Good Hunting,-Chilton
The quest that we use a developer kit updated overnight to the new firmware and now we can't sideload anything. The Quest settings menu no longer displays a developer mode panel, despite it being enabled from the companion app. Any suggestions?
HiFirst off, apologies if you see this question twice - I asked it once and the post disappeared immediately!We're experience a severe issue where, after a relatively small period of time (15 minutes to an hour) the screen in our app simply turn black and will never come back. The game is clearly still running (we can hear sfx in response to movement on controller, still use voip and verify the online connection is valid etc), however the screen is simply black. We've got some suspicious log cat output:10-18 08:42:42.963 1037 1463 I ActivityManager: Process com.oculus.vrshell (pid 1809) has died10-18 08:42:42.964 1037 1463 D ActivityManager: cleanUpApplicationRecord -- 180910-18 08:42:42.978 1037 1585 I WindowManager: WIN DEATH: Window{890a751 u0 SurfaceView - com.oculus.vrshell/com.oculus.vrshell.MainActivity}...10-18 08:42:43.099 1037 1583 I DisplayManagerService: Display device removed: DisplayDeviceInfo{"com.oculus.android_panel_app.A
HiOn Quest, after running for a while we regularly get the screen simply turns black, and nothing will bring it back. The game is clearly still running in the background (we can tell due to sound effects and button clicks etc), however nothing renders.We have some suspicious output logcat, but that's about all to go on at the moment:10-18 08:42:42.963 1037 1463 I ActivityManager: Process com.oculus.vrshell (pid 1809) has died10-18 08:42:42.964 1037 1463 D ActivityManager: cleanUpApplicationRecord -- 180910-18 08:42:42.978 1037 1585 I WindowManager: WIN DEATH: Window{890a751 u0 SurfaceView - com.oculus.vrshell/com.oculus.vrshell.MainActivity}... 10-18 08:42:43.099 1037 1583 I DisplayManagerService: Display device removed: DisplayDeviceInfo{"com.oculus.android_panel_app.AndroidPanelLayer-#main": uniqueId="virtual:com.oculus.systemux,10060,com.oculus.android_panel_app.AndroidPanelLayer-#main,0", 770 x 241, modeId 2, defaultModeId 2, sup
Hello everyone, I'm trying to create a game based on environment of the player and its guardian area ; it's a B2B experience. I want the zero position of my game/scene to always be at the center of the guardian or, at least, on the point where we fixed the floor with the Oculus Touch.I've defined my tracking space to be RoomScale, so the floor is at the correct height.XRDevice.SetTrackingSpaceType(TrackingSpaceType.RoomScale)I'm using the OVRCameraRig from the Oculus Integration assets and disable recenter (I don't want my player to reset its center).The problem is I can't set the zero position of my world by hand, I can't find any option or documentation that would help me.I believe this is possible, I've seen that Dead And Buried Arena made it at Oculus Connect 5 : https://www.youtube.com/watch?v=H713WDWTUDoI will take any help please,Curtis.
Hello Everyone,Since last week, every build on Quest have the VR Rig broken.I see two planes, tracked in 3D space, with camera feed mapped on, around everything is black.The same project, run from editor in Rift works fine.Any ideas? Bug on updates?ThanksSettings:Unity 2019.2.9f1LWRP SRPOculus Integration 1.41(From Package Manager) Oculus Android 1.38.3(From Package Manager) Oculus Desktop 1.38.3
Aloha. I’m having trouble getting Unity to see the Quest in the Build Settings menu. ADB installed although have error code 10 in device manager. It can see Oculus Go and have no problems building to the Go. Quest shows up as a drive in Explorer and can view all files and folders. Just Unity does not see the Quest. Developer mode enabled, permissions granted etc. Have downloaded latest ADB via Oculus butno joy. Windows 7 and Unity 2019.Thanks.
Hello, After switched to vulkan we saw a huge performance improvement over es3.1, but the weird rendering artifact appears.As shown in the above image, there are purple dots shown on screen and we don't know what's causing it. Also, when building our game in development mode with vulkan enabled, the game will crash at launch. We are using the latest Unreal 4.22.3 pulled from oculus' repo(commit 73f652a56eeb7311db5377b9c4addeb8d16142cb). Please help.
Hi,With v9.0 release, the tracking could be manually turned off however our app is categorised as "Required Tracking".What could we do to make it a working title when the Tracking is OFF? Any help is appreciated. Cheers.
With the new update the developer mode must be activated manually from the smartphone every single time that Oculus is turned on.Is it not possible for this mode to remain active?
Hello,I am using UE4.23 source build from Oculus Github and playing around with LayerSample project.I have settings: arm64, vulkan (but also tried others).When using Launch from Editor it works as expected. When I package the project and install it on device StereoLayers have default WorldGrid material on them. StereoLayers have SupportsDepth option checked and LayerType is set to WorldLocked. Anyone have idea why it does not work in packaged version? I tried using ASTC and ETC2 compressions.
Hi, sorry that this is a noob question. I haven't had luck finding a response previously noted because I'm not really sure what to search for.I want to know if there's a way to build Unity scenes using a Quest. So, physically manipulate objects, etc., in the scene from within Unity without having to use a keyboard and mouse. Thanks!
Hi, The app I am developing for Oculus Quest works functionally. However when I step outside of my guardian the Oculus returns to the home screen and says that my app has crashed. I am writing to see if this is a common issue with the quest or if this is specific to my application. If it is specific to my application then I will look over it.Kind RegardsJ
I can not compile. I have been looking into this issue for days and am losing time and money.This error stops menu load also.Am curious as to what causes this.I loaded OVR in an other testbed and dont get the error.Error is in Visual studio when trying to build is in line 255 mRecords.Add(new FixRecord(category, message, method, target, buttons));It is Oculus' code...Thank you. I have to take a shower, eat and sleep now.
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