Quest Development
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Anyone else noticed the Quest isn't detected anymore by ADB after the latest v9 software update? Tried on two Win 10 machines that connected fine before today, restarted the Quest and the machines. I can browse the Quest using Windows Explorer without any problems. Any suggestions?Edit: when I posted this, I also noticed that the dev-mode was off on the Phone and I couldn't enable it (sending me to a broken web page). Now, a few hours later I can enable it on the Phone and the Quest is detected again by ADB.
I looked at the "Device and System Configuration" where they suggest a camera like an go pro.I have not been able to test this. But I see youtube video's where an Go Pro is on live view mode connected to a HDMI monitor with massive lag.Anybody have any experience with this? In the end I want to buy an Go Pro 7 Black with an HD60Pro capture card. I want obviously no delays in one of the camera's/
Unity: 2018.3.6f1Oculus Integration: 1.4Hi All,I am trying to implement an entitlement check in my Quest app so that we can submit the app for a technical review and get approved for keys (we did not pass the concept review.)I have done the following:1. I put the following script in my start scene:2. In OculusPlatformSettings, I have set my App ID to the value given to me in the Getting Started API.(I have also tried turning on and off Standalone mode within OculusPlatformSettings, but it does not seem to make a difference.)Is this happening because our app did not pass the Content review? I am at a bit of a loss here as to what to do next. I have followed this page to the T as far as I can tell:https://developer.oculus.com/documentation/platform/latest/concepts/pgsg-unity-gsg/?locale=en_US#entitlement-check-best-practices
I have been trying to move forward with development and distribution of enterprise applications. I followed the link to publishing for the Oculus Quest under Enterprise Developers and it directs me to a form. I fill out the form and hit submit, however the form just sits at processing. This has happened several times, how can I move forward without enterprise app development? What is the formal process of distributing an enterprise application?@support
Hi everybody,I have an issue with the Locomotion system within Oculus Integration. I use it with the OVRPlayerController into a main scene and it works fine.But then I need to load additive scenes and set them active (due to PostProcess use).Unfortunately, switching active scene using "SceneManager.SetActiveScene("My_scene_name");" will cause issues with teleportation system. If I active the laser beam, it doesn't collide anymore and stay always on even if I unpress the trigger button.So, do someone has a solution for this ? Thanks.
I have some enterprise customers that almost jumped to Vive Focus Plus because they wanted Kiosk mode. Is this a near to release feature?
So many people are having trouble with getting this going, I've started a simple example project. It's not complete yet -- I only just started it. But you're welcome to look at what I've done and how I did it.I intend to show how to get it working with a Quest and a Rift -- I don't own a Rift S, but I assume it's the same as a Rift, generally speaking.Again, let me say that I'm not finished. But you can see an early look here.https://github.com/Corysia/Unity-Oculus-Example
http://openaccess.thecvf.com/content_cvpr_2018/papers/Zhao_Through-Wall_Human_Pose_CVPR_2018_paper.pdfWifi signals are all around us. It is possible to use Wifi signals to estimate the user's pose. I believe it is worth a sticky on the brainstorm board regardless.
Where can I find an example quest pitch. I heard it talked about on an oculus connect 6 video but can't find it anywhere.
Dear all, i’ve a big question, Quest support ANT+ ? I’ve made a lot of search about it, but i didn’t found nothing. So, i ask to the Administrators and Facebook engineer if there is a way to receive ANT+ from the quest. Hoping that someone can reply me. Regards
This is a question that probably only somebody working at Oculus can answer, but I was wondering whether we will be able to mix controller and the newly announced hand tracking at the same time. What I mean specifically is a situation where the player is holding a controller in only one hand while the other one is tracked using the cameras. Apart from being able to do this, would a game that uses this kind of solution be allowed on the store, or is it something that is not encouraged?
I was surprised to not hear anything at OC6 about Oculus Insight, as the Dead and Buried arena demo at OC5 was a huge hit and I was hoping to have access to the Insight tracking this year, this would be a huge help in our development
I'd asked this on the Unity3D reddit, but haven't got a clear answer wrt the Quest. I'm not a coder at all (a filmmaker) using Unity and creating stereoscopic VR video, and now looking at depthmap driven - for pseudo 6dof- video on the Quest.I've not been able to get a definite answer on if Unity supports surface tessellation shaders on android/Quest.The reason I ask is, because I'd like to convert the below shader (taken from github) which works perfectly on the Quest, to a tessellation based shader so in theory (in my thinking) I can use a lower triangle count sphere and still get smoother displacement. Currently I'm using a 1million triangle sphere with video mapped on it (top half 2d, bottom half grayscale depth map) for doing simulated 6dof vr video.Any help and insights, I'll be very grateful.Kind Regards.Shader "PointCloud/Displacer/Spherical_OU"{ Properties{ _MainTex ("Texture", 2D) = "black" {} _Displacement ("Displacement", float) = 0.1 _Maximum("Ma
Good Morning.I'm trying to shell into my device to retrieve some logs from a developmental UE4 build, but I've discovered I can't seem to root into the device.Trying to navigate anywhere yields only Permission denied.Developer Mode is engaged. Anyone have any insight? Thanks
I was just wondering if it was possible to get the 3D position of the Oculus Quest headset in Unity within the guardian boundaries. I'm trying to make a game that when you walk in real life, you move in the game.
I am adding haptics to my Native SDK project for Go/Quest.I find in the headers a vrapi_SetHapticVibrationSimple where you pass in 0-1. So that's straightforward.However I also find a vrapi_SetHapticVibrationBuffer that takes a start time, a number of samples, "true if this is the end of the buffers being sent", and a series of unsigned char samples.How do I use this? This looks very useful but I am looking hard through the Native Quest documentation and there is no documentation for haptics for the Native API.Things I would like to know:* Can I use this feature? The only reference I find to haptics buffers on the website is this older documentation for Oculus Touch on desktop, which says the feature is deprecated. But it is used in the VrController sample in the native SDK so I assume it is deprecated on Desktop only and not Mobile.* Is there an upper bound on the allowed duration/length of a ovrHapticBuffer?* What is the exact interpretation of the sample values? 0 is
I have been working on a app for Oculus GO and Oculus Quest and when I run the app through Unity (Build and Run), it runs smoothly on both devices. The issue is that when I upload the app to an ALPHA Channel, the app still downloads and runs on the GO, but everytime I try to download it for the Quest it gives me following message: "<app name> cannot run on Oculus Quest". How can this be?
It's now seemingly impossible to create interactive "Video" based projects in unity (mapping video to a sphere) since if you choose room scale tracking, Quest seems to over-ride "eye level" settings of the OVR camera and probably applies the stored user's height profile.Things work proper in seated experiences. (and then standing after that) but you cant move around as the Quest goes into stationary guardian mode - I want to have the ability to properly disable Profile data, for the Quest if camera is set to Eye Level.This is to test video 6dof (via depth maps)Regards
Game Engine: Unity 2019.1.2f1Oculus Utilities v1.36.0OVRPlugin v1.36.0SDK v1.1.22.00I've been working on a Quest experience for a while now, and when I arrived at the office this morning to test a new (completely unrelated) feature, my dev build loaded with only a single controller using the Oculus Go controller model, which I found weird. I added a debug.log statement and asked it what product the device was (using OVRPlugin.productName), and it prints "Oculus Go". I have full positional tracking, and if I press a button on the other controller, the system shifts which hand is active and deactivates the other. So, it somehow realizes it's a Quest, but it tells my system it's a Go anyways. ADB recognizes the device as a Quest, so it's something software related. I have tried restarting my Quest to see if that'll help, but it did not
Why is the console command not executed in ue4?No matter how I write it, it doesn't work.
I own an Oculus Quest headset, and I am interested in using Google Earth VR. When will the app be available for the Quest?
Hi, sorry im a beginner. Can somebody explain how i can use the sticks from the touch controllers. I didnt want to trigger the player avatar. i like to move a character like the game Moss. Thanks for your help.
Unity: 2018.3.6f1Oculus Integration: 1.4Hi all,I am currently building an app for both PC and Oculus Quest.I do not have any significant issues with my PC build.However, whenever I bake lightmaps for my Quest build, I can no longer load the baked scenes without the app crashing.When the app crashes, I do not get an error beforehand in ADB Logcat. Has anyone else experienced this problem?
I keep getting the "cannot downgrade error" when trying to install and try out developer builds. This happens even when I increment the store build before packaging. Isn't there any way I can just delete the stupid old version entirely? Uninstall does not seem to do it. What is it witth Quest, where you can't actually remove apps? What happens when you run out of space?
Hello, I devellope on unity and oculus quest, my game works perfectly but since I made the update oculus integration 1.40, my .apk does not launch and I have an error message in the home who says "plug in wifi and wait for the update" but nothing happens! Did you encounter this problem?Thank you
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