Quest Development
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Include avatar and user name. Is there an API in the SDK?
I'm struggling to get depth in a shader to work on the Quest. I've tried using the following to calculate depth.o.depth = -UnityObjectToViewPos(v.vertex).z *_ProjectionParams.w;That works in the editor but not on device. I've also tried using CameraDepthTexture. This only works if I blit my shader in OnRenderImage, which kills performance. I asked about replacement shaders and custom post processing in this post (https://forums.oculusvr.com/developer/discussion/81234/replacement-shader#latest) and the advice here (and elsewhere) was don't on the Quest. So I'm trying to switch to an object based effect, but I need depth info from the camera, and I can't seem to get it to work on the Quest. I'm pretty new to shaders so it's possible that I've missed something obvious. N.B. I'm using the built in render pipeline in Unity 2019.2. If I am no longer using post processing, I could switch to the URP/LWRP. Is anyone using depth data in a custom shader in the URP/LWRP? Is it working on dev
Im thinking about getting a quest and my question is will the quest ever have like a bluetooth thing to connect to a camera for full body tracking?
Hi.How can i access the vrapi_GetBoundaryGeometry from this Link: https://developer.oculus.com/documentation/quest/latest/concepts/mobile-guardian/I have tried searing around, but cant seem to find how to do it.Best regards Eskild.
This seems to have been an ongoing issue with Oculus headsets and casting. No explanation has been given as to why this doesn't work. Is there any way to get a private projects to cast from the headset without having to publicly publish an app? I'm finding it difficult to test projects with other users and be able to see what problems or comments they have without a visual.
I have to use the Login with Facebook function using the Facebook SDK in Unity3D.It works normally on Android phones.But in the Oculus Quest, the loading indicator is loading infinitely where the FB module should come out.Does the FB SDK work in the Oculus Quest?I want to know how to use Login with Facebook function in the Oculus Quest.
Hello,I am trying to port an existing android vulkan project to quest.Currently I am setting up a render system like the Vulkan Cubeworld example.So far this looks promissing as i can create my own surface and swapchain.But as is start to submit command buffers and present nothing will be displayed (black screen).After submitting the third command buffer i will get Adreno errors and the sumbission of further command buffers will fail.I try to bypass the vulkan api as I do not intend to use the ATW and like to have direct controll over the presentation.
Hello! I'm attempting to set up the Quest with Unity, and next I'm supposed go Oculus (tab) > Platform > Edit Settings and then edit the settings on the OculusPlatformSettings (which should show up in the Inspector tab). However, 1. instead of Oculus > Platform > Edit Settings, it only shows Oculus > Tools > Use Required Project Settings/OVR Performance Lint Tool/....Oculus Platform Tool...etc. 2. When I search up the OculusPlatformSettings asset file and click on it, it says (in the inspector tab) "The associated script can not be loaded. Please fix any compile errors and assign a valid script." Apparently it shows the same for ONSPSettings and OvrAvatarSettings asset files. Keep in mind that I didn't touch any of these scripts at all. I've searched for solutions and tried out solutions for days, and nothing worked. Should I just use the Oculus Platorm Tool and add in my App ID and Token there (and then press Upload) instead of the OculusPlatformSettings (is it
I'm trying to implement a replacement shader. It's working while testing in Unity on the Rift, but when I build on the Quest it's not working. I guess the render process/pipeline is different on the Quest. Does any one have any tips or can anyone recommend any documentation where I can read up on rendering on the Quest. I'm using the center camera and I changed from single pass to multi-pass rendering in case that was causing it not to work. Thanks
Hello.We have made an Unity app with some 360 videos and effects on top, sideloaded it on Oculus Quest. Quest is connected to a PC with a wire and Scrcpy streaming the user movements to a PC. The problem is that after a week of usage there is no more storage space on Oculus. When we browse the Quest folders on PC there are no unusally large amounts of data but zero space left. Does anyone have similar problem. Can it be scrcpy fault (maybe caching streamed video?) or maybe app problem (caching again?)...
I am creating a new game in Unity with the Oculus SDK. I am using Unity 2019.2.8f.I took the LocalAvatarWithGrab and put it into my scene. I also brought in a toy block to verify everything is working with grabbing and it does. I can pick up the blocks and throw them.I added a gun model that I purchased on the asset store. It is pretty basic and low poly. I added a Mesh Collider first and then in trying to get it to work just added a box collider. Didn't make a difference.I added the RigitBody and OVRGrabbable to the gun object. I copied all of the settings carefully from the toy blocks to the gun.The gun just hangs there in the scene. Doesn't even adhere to physics like it should. I have looked and looked and compared everything and everything looks set up correctly. Gravity is turned on. There is a mass value. The gun does have an animator on it, but I can't see how that would affect it.Can anyone give me some ideas what to look for that will help?
sometimes while throwing an object using quest , the object randomly just flies away or goes in wrong direction, ive used ovrplayercontrller , a local avatar , grabbable and grabber scripts (im new to oculus )
About Mixed Reality Capture Tools, only one program of skybox vr can be recognized in obs. Other applications cannot be recognized. How should I operate?
Hi everyone,I'm frustrated by the lack of response from Oculus. Myself and 5 other developers lodged a bunch 3 months ago that has not received any progress: https://developer.oculus.com/bugs/bug/386106122259513/Is there any reason for such a lack of attention? Are others experiencing this? What is the expected timeframe for bug fixes?Regards,Richard.
Hello everyone!I am trying to take the Oculus Username and use it as a nickname inside my app. The app is made in Unity and tested it on Quest. The error I get is "user not logged or not in a recoverable state", and the Entitlement step fails as well. I think my understanding of how this works is flawed since the code and most tutorials seem quite straight-forward. Here's what I did:Project configuration. I am using VRTK for most stuff but used Oculus Integration directly for this step. I've put the App ID inside Oculus Go/Quest or Gear VR field in OculusPlatformSettings as well. Here's the code I used: https://pastebin.com/p8CxHKqi.Oculus Alpha Channel. I thought I don't have access to the platform since it is not trusted as an app so I deployed it in the Alpha channel inside Oculus Dashboard. I managed to do it(after figuring out how to sign it with v1 and not v2, but that's another long story), and add me as a user. It does appear inside Developer Dashboard inside Que
I know that the upcoming Oculus Quest link is a USB-C connection. If my laptop has no USB-C connection will a USB-C to USB-A adapter allow me to connect the Oculus Quest to my PC? Or am I required to buy a PC with a USB-C connection?
Is there developer’s access to finger tracking sample-framework or SDK? This is is some pretty exciting stuff and I’d Like to get started with it right away if possible.I work primarily in Unity and have a Quest.
Hello,I am working on a mixed reality installation using an Oculus Quest with Unreal Engine. For now I've just used the teleporter from the standard VR blueprint from UE4 to align position and direction. However, I need the user to be able to simply pick up the headset at it is aligned already. Does anyone have any experience with this or can point me to a tutorial/thread?Ludvig
For the life of me I can't figure this one out. When I choose Build and Run from Unity 2019.2.1f1 it auto-launches the game and I'm getting a solid 72 frames per second in the headset. But as soon as I quit the app and re-launch it from Unknown Sources, I top out at 50fps and everything is very jittery. Anyone else encountered this?
Hi,I'm kinda not sure what else to look at here. I used a sample from the Oculus kit the VR hoops. Everything is setup installed in unity. I go running and build the project out to the device and it never starts up on the quest. Is there some piece I might be missing preventing it from actually running on the device? I have no errors inside of unity and build and deploy both say success..
Ran in to several issues trying to get a working wireframe shader working on the quest due to the lack of geometry shader support, most (if not all) solutions I've found or have used in the past require a geom shader for wireframes.Has anyone been able to get a working wireframe shader operation on the Quest?
Hi, i'm able to build a testing unity project for my quest, and to see the first scene with HMD and controller tracking fine. However, using the SampleFramework's StartScene menu to load the DebugUI scene, it crashes my app back to the quest dashboard while loading. I made other builds of this project where i selected the DebugUI scene to be first to load, and there's no crash. It seems to be something about transitioning between the menu and the demos, not that the demos inherently crash the process..I made two of my own simple testing scenes, with a timed scene load to swap between them, and there's no crash.I'm using Unity 2019.1.7, and the latest Oculus package from the asset store (as of july 28th 2019). I followed the setup directions very closely, and never had trouble actually making the build or running the builds up until the demo scene loads.Here's my adb logcat output approaching the crash. I see some warnings about the avatar loading etc, but those seem unconnected to the
Hello,We are seeing a Oculus Quest only crash on 4.22.2. Has anyone encounter this crash on the quest before?10-04 11:15:06.673 12551 12551 F DEBUG : Build fingerprint: ‘oculus/vr_monterey/monterey:7.1.1/NGI77B/377480.16500.0:user/release-keys10-04 11:15:06.673 12551 12551 F DEBUG : Revision: ‘0’10-04 11:15:06.673 12551 12551 F DEBUG : ABI: ‘arm’10-04 11:15:06.673 12551 12551 F DEBUG : pid: 12374, tid: 12389, name: Thread-2 >>> ------------ <<<10-04 11:15:06.673 12551 12551 F DEBUG : signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0x1ec10-04 11:15:06.673 12551 12551 F DEBUG : r0 000001dc r1 00000001 r2 cbabb338 r3 0000000010-04 11:15:06.673 12551 12551 F DEBUG : r4 000001dc r5 000001dc r6 cbabb340 r7 ca25ce4810-04 11:15:06.673 12551 12551 F DEBUG : r8 000001dc r9 00000000 sl 00000001 fp cbabb30810-04 11:15:06.673 12551 12551 F DEBUG : ip fd6b6aa8 sp cbabb2e0 lr c7312278 pc c4abad44 cpsr a007001010-04 11:15:06.704 2233 12523 I Clocks : SetSchedFifo( tid=12389, pr
I have made an app for the quest and one of our clients would like to download the app remotely and the only way to do that is via a release channel. One of our upcoming apps requires multiplayer but I can't seem to get multiplayer to work because it seems like Oculus is blocking this on the Quest platform. My enquiry is do I NEED to purchase an enterprise headset to achieve getting the app on a private release channel and to get multiplayer working on the app? I tried uploading the app via ovr platform utl but it wouldn't let me upload any 6DoF apps.
Hi Oculus Devs , I just wanted to double check with knowledgable sources, but is there anyway to distribute apps for the Oculus Quest using the current Oculus Keys tools available in the developer console ?I imagine the submission process for the Quest is a different sequence of events due to the approval requirements to even have apps available on the platform but I just wanted to make sure there wasn't some method of distributing the app using Keys that I wasn't aware of . Thank you !
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