Quest Development
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Hi, Im trying to add UI System to both touch controllers (was able to do for one following this link:https://developer.oculus.com/blog/unitys-ui-system-in-vr/). Im using CustomHandRight/Left.My gameplay needs only 1 controller so as i was not able to add UI system to both controllers I am only using CustomHandRight but if I hit a button on left controller my Right hand is blinking for a moment and OVRInputs are also performed from the Left controller (ex: Im using OVRInput.GetDown(OVRInput.Button.One) left controller is also triggering this event even when I dont have a left controller prefab in my scene). Please help.Thanks
Is It possible for example to make Project Car 2 for the Oculus Quest? I don't mind If the they downgrade the graphics. As long as the gameplay is intact, I would buy It.For this generation of games, the experience is more important in VR than the graphic quality.The best seller games are Beat Saber and SuperHot even though they are not the most impressive graphically games.I wouldn't mind If Project Car 2's textures and polygons look like SuperHot as long as it plays exactly the same as the PC version and It's cross platform.
We have been working on designing and implementing the UI for our Oculus Quest app, the UI looks and works very nice on the Rift S but on the Quest text looks shaky and it is just not good. Is there any best practice to follow? Does anyone have any experience on how to fix this?
I used Unity 2019.1.1 to develop my project. Errors encountered during build and run.
Hello,I'm prototyping some interactions for Quest in after effects. I'm overlaying some interactions on top of an existing development using the screen capture video. How should I setup my AE camera below so what I overlay on to the video looks correct and behaves correctly in 3d space. Thanks!I know the
I have problem with implementing Cloud Storage 2 for Oculus Quest. Cloud syncing occurs only on 1 headset which is not dev kit. All the other 6 headsets are dev kits and cloud syncing is not working. Is this coincidence or cloud sync do not work on dev kits?
We are using scrcpy (https://github.com/Genymobile/scrcpy) to "cast" what our users see to a PC, this works great both tethered and untethered, but requires us to connect the quest to a PC to enable wireless adb access (adb tcpip 5555). This needs to happen at least after restarting the headset, and sometimes also when it wakes up. So we would like to initiate this from the headset. We thought we could run the equivalent of the above command when our app starts up (and maybe after receiving a wakeup notification). So in investigating this approach, I've found an equivalent to adb tcpip 5555 would be to set the system property adb reads that port from and restart adb. This should be possible on device with the following shell commands:/system/bin/setprop service.adb.tcp.port 5555/system/bin/stop adbd/system/bin/start adbdSo I set about trying to do this with the System.Diagnostics namespace. Now I've run into two problems.First, using the following to run a command on device as follows
The player does not move or the hand models (put inside Left/RightHandAnchor do not move...What has changed in terms of setting it up now compared to 3 months ago?I also have OVRManager in a seperate gameobject and set it to Quest.Someone please help me its urgent.
On Quest with my Unreal project, when I unstream sublevels which contain textures, I get a crash in this function: access violation errorGetD3D11TextureFromRHITextureI will crash in the editor too if I am running in ES3.1 Preview mode. I can't find any references to a similar error online. Anyone know what might be the cause or how to fix it? I asked on the Unreal forums also...Thanks
Tried building a unity project for the Quest store but consistently getting "The APK is signed with deprecated signature scheme V1. Please use V2 or V3 signing for this type of application." when trying to upload my alpha, I have set my keystore and have tripple checked I am using it, when the APK is created even apksigner shows it as v1 schema and not v2. What am I missing?!apksigner.bat verify -v .\MyApp.apkVerifiesVerified using v1 scheme (JAR signing): trueVerified using v2 scheme (APK Signature Scheme v2): falseVerified using v3 scheme (APK Signature Scheme v3): falseNumber of signers: 1
Is there any way to get the players exact location in the boundary space? The TestNode function only gives the distance to the nearest boundary array point. If I could get the distance to more then one point I could calculate it but distance to 1 point is not enough for a fixed location.
I am developing an app in C using the native Oculus Mobile SDK, version 1.23.0. I can print things out with:__android_log_print(ANDROID_LOG_DEBUG, ""MESSAGE1");or:__android_log_print(ANDROID_LOG_WARN, "MESSAGE2");or any of the standard Android log levels here.I am finding it inconsistent whether ANDROID_LOG_DEBUG gets into the output of "adb logcat". On at least some of my configurations, it does not. ANDROID_LOG_WARN seems to always go into "adb logcat".Can you clarify:- Which log levels appear in "adb logcat" and which do not?- Is this different for debug vs release builds?- Is this different for Go vs Quest?- Is this different depending on whether we have set the AndroidManifest.xml values for a store build, as described here?Rather than testing different configurations it would be handy to know what is "supposed" to happen, so I can tell if something is wrong. There is a page in the Oculus documentation for logcat but it does not address this.
I am trying to get the SocialStarter MainScene to run but I am not having any luck.I started with a new Unity 2019.2.0f1 project and added the new Oculus 1.40 package from the assets store. I then set up the environment for Oculus (Passwords, player settings and App ID etc). I also deleted and rebuilt the AndroidManifest.When I load the SocialStarter MainScene and run it, I get an error that the App ID needs to be updated (see screenshot SocialStarter01). So I visited the Dashboard and created a new app and got a new App ID. This did not work as I got the same error message. When I check the code the error is referring to, it’s just a simple check to see if there is an ID. So I put the ID into the Rift ID spot and I got past the error, but I was hit with another error, this time a DLL exception.(See screenshot SocialStarter02)I suspect this scene was built for Rift and that the DLL is part of the Rift package or perhaps stored in a different folder now. I'm building for Quest so t
I am testing out the AvatarGrab sample on Quest. I followed the quality setting recommendations here:https://developer.oculus.com/documentation/quest/latest/concepts/unity-build-android/. Despite this, the frame rate is very low and the whole scene seems to bounce around a little. It's otherwise functional. Is this normal?
Hi there, I'm using SceneManager.LoadScene() to switch between scenes in my Unity build for Quest. The title screen works fine, but then as soon as I trigger the scene change the game gets stuck on a black screen. Any idea of what might be causing this or how to fix it? Thanks!
Why my oculuc quest joystick didn't respond and the engine I used was UE4 4.22
Hi ... tried andlearned a lot but finally stuck.Goal: Make thewalking OVRplayerController (OPC) fly.Try1: make it childof object and move object... no success stuck to groundTry2: set parent ofovrcamerarig to object with flyscript and setactive(false) the OPC and laterset parent of camerarig back to OPC.... fly worked butchange back not... totally confused system... may be just to initializesomething ???try3: generalizefly-script to also walk on ground... first fun worked but then got more andmore complex... when teleport etc has to be added.... I think the problemmight be very normal because anybody walking around and sit in car etc. hassame the the control from the OPC is handed over to other script.THANKS for ANY HELPMark
is it planned to release?
Does the oculus audio plugin just not do hrtf for the quest / android? Any other free solution?
Did a two day baseline push of a SteamVR build of a project to the Quest. The experience is a narrative, when it plays on the Quest though the pitch for all vocal clips we recorded seem like they're at 1.1 - 1.2 pitch value. Has anyone experienced this? I built with the 4.22.1 UE4 Oculus source branch(mostly because we needed the skeletal mesh LOD reduction update, which worked SO well, except one character's morph targets kinda made him look like he had a left side stroke with the way his mouth moves).
If the system button is pressed in a Unity app, the system button animation appears, but nothings happens. How can I close the Unity app without restarting the HMD?
With Unity, I used the prefabs OVRPlayerController and LocalAvatar. The hand avatars and the controllers appear upon start of the app (* after configuring the app ID in both required locations).But after a few seconds, geometry rendering quickly deteriorates, which looks very unusual (see photos / video here).Occurs with Oculus integration 1.38, 1.39, 1.40 and Unity 2018.4.8 and 2919.2. The oculus home environment or other apps render as normal.Solution:The Unity shader deteriorate if the player controller is in free-fall due to gravity (floating point issue in shader).The solution therefore is to put some ground gameobject (i.e. plane) under the player controller.
I have this elevator that works if I use the joystick locomotion to go inside but leaves me on the ground if I do walk inside any Ideas? Seems for some reason the character collider is no moving with me if I walk but does if I use the joystick locomotion.
I have a very strange situation where the same build functions on one Quest headset but not on 2 others. I have 2 quests, and on both of them, when I load a build from our in-development Unity project, the controllers don't work. Only one controller is visible at a time, but it still doesn't function. The visible controller will switch back and forth each time I push a button on the left vs right controller, but the buttons don't actually do anything. However, my collaborator in Portland can run the build without any controller issues. When I use adb to look at the logs while running, I see this error repeatedly:Error setting CPU thread affinity, errno=22I can't find any good information about what they means, though, or how to fix it, or why there would be such inconsistency in performance. We are using Unity 2018.2.17f1
I've gone through the mixed-reality setup for Oculus Quest, but it's all about setting up the camera and compositing software. There's nothing I see about actually providing the MR support in your game. Where is the documentation for that? I found the docs for the Rift but not for Quest. Where are they?Thanks!
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