Quest Development
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I am researching about possibilities to make multi user experiences for the Quest and have been wondering if Photon would help?
For some reason DrawMeshInstanced doesn't work for me on Quest.I tried both Graphics.DrawMeshInstanced and CommandBuffer.DrawMeshInstanced and they both don't work.DrawMesh does work with no problem.DrawMeshInstanced works on PC running in the Editor or in a build on Rift.The shader that I'm using is placed in a resources folder so it should be included in the build, but to make sure I also tried placing it in the mush include shaders list and even to place an object in the scene with a material that uses it. All of this didn't help.I also checked the SystemInfo.supportsInstancing and it returns true on the Quest.Here is the shader that I'm using:Shader "Unlit_Mesh_Instance" { Properties { _Color ("Color", Color) = (1,1,1,1) } SubShader { Tags { "Queue"="Overlay" "RenderType"="Opaque" } Pass { Name "FORWARD" Tags { "LightMode"="ForwardBase" } Blend SrcAlpha OneMinusSr
I saw this online and tried it, but it didn't do anything:del \AndroidLog\android_log.txtadb logcat -cadb logcat -s Unity:D > \AndroidLog\android_log.txt
Hi All, My oculus quest used to be picked up by ADB, but now it is not recognized at all, even though the computer was authorized and I was able to communicate with the device. In the device manager, it can be seen. I'm out of ideas.
I just discovered some weird tracking issue.When I put the Oculus Quest Controllers on the table, the calls to TryGetRotation return false and the rotation value is a Quaternion.identity. This is not the case for the position though, TryGetPosition returns true and the correct value. Is this expected behaviour? I don't think so. Either both methods should return true and correct values, or false, but not this mixup.
Im able to build out to the Oculus Quest. I am using the OVR Metrics Tool. Just had a question on what each category means. When I test my game in the headset the stats are this.fps 72gpu 2cpu2cpu u 25gpu u 25a memory 1900.Is "a memory" allocated memory? and is that the total memory of the project or the scene or that frame? and is that 1900 kb? my unity file is only 32 mb so I just dont know what the 1900 could mean. I am trying to be more mindful and figure out how to keep my frames at 72, so I basically stripped down my scene and just have a few models in it. I am new to programming. Also is there a tutorial on the basics things needed to get the oculus integration to work. Is there a basic oculus ovr version for mobile?Im using Unity 2019.1.5f1oculus intergration for vrnot sure the Oculus SDK version.
I can't find anything obvious that would allow me to get the current user's name (screen name) through the Native Android Mobile SDK. Is it actually possible?Thanks!Simon
I tried to write my own camera rig in unity3d but for some reason the Quest controller are orienting on the world center instead of there parent camera objectthis is all my code i wrote for itI am using oculus integration 1.8 public Transform leftController; public Transform RightController; public Transform camera; // Start is called before the first frame update void Start() { camera = gameObject.GetComponent<Transform>(); // i OVRManager.display.RecenterPose(); // made this as a meaning to fix the world center problem - didn't work } // Update is called once per frame void Update() { leftController.SetParent(camera); // i thought maybe the controller loses it parent on launch - didn't work&
We are developing our software in Unity 2019.2.1f1 for both Quest and Rift. We are using Oculus Integration v1.40. Users of the application can join each other regardless of device. Currently, all Quest users will see custom avatars and all Rift users will see custom avatars, but neither will see the custom avatar from the other set of devices. Rift users see the white standard avatar for all Quest users and Quest users see the white standard avatar for all Rift users. Is there support for Custom Avatars between the two devices? If so, how can I go about implementing this feature.Thanks.
I'm having trouble creating a consistently working player prefab. Using Oculus Integration v1.38 on Unity 2019.1.2f. I have the updated manifest.xml, I set to android platform, using ASTC, using GSL3, etc. I have an empty scene where the player prefab works and builds fine. I import that player prefab into an existing scene, apply the same settings, and it crashes! It takes a long time to rebuild and test small changes, but I've tried everything I could think of. The debug logs don't tell me anything about the crashes. I thought my scripts were calling OVR components too soon, but I fixed that. I get different kinds of crashes:App crashes immediatelyApp crashes after a few framesApp has stopped working messageApp never loads (3 dots)App runs but with black screenThe player prefab builds correctly in an empty scene - so it can't be the project settings or the scripts on it.The existing scene builds correctly with Oculus' Avatar prefab - so it can't be the scene breaking it.If
I have been having an issue while attempting to view a project I have been working on in Unity version 2019.1.14f1 and was wondering what was going on. I have downloaded the oculus integration software on the Unity asset store and downloaded an android SDK. When I connect my quest to my PC an error message comes up whenever I try to view the developer feed. It says “There was an error, please try again later.” Wondering if there is anything I am missing or anything I should be doing.
So the newest version of my app doesn't work and I want to install the old one. But it keeps saying adb: failed to install Failure [INSTALL_FAILED_VERSION_DOWNGRADE]I tried adb install -r -d already, it did not help. It's really annoying how you can't actually delete something off the Quest, what is that about?
Hi Guys,Our application was running at 66-72 FPS before getting the latest update but after the update, the performance is dropped to 11-12 FPS. Though if you look at the android log in the next comment, it seems the application is performing well.Anyone can help to find out what is slowing down my application?
I was wondering why after installing a new version of my game (using "adb install -r" and then copying over the obb file), I never saw any changes. Then I tried uninstalling the app in the library first. That worked. So, is it necessary to do that?
https://developer.oculus.com/documentation/platform/latest/concepts/dg-notifications/I called the REST API as per the above link, but Oculus Go returns correctly in the form {"id": "565460873990595"} but no notification is provided.In the Oculus Quest, {"error": {"message": "Applications on this platform are not currently supported", "type": "OCApiException", "code": 12117, "fbtrace_id": "ASlgM6f4vpd-aomQvLAaDtm"}}Receive a return.I'd like to know if you have any plans to apply for the Ouculus Quest.
KazimeratAug 18, 7:30 AM PDTDear Mr and Mrs,in most of the Games, the player aren't play in die GAME guardian. The guardian at oculus aren't the same like the game for example by playing by Creed.for example by richie's plank experience real play feeling , i want have fixed points, because i bought a plank for this game, and everytime if i give the Oculus quest to a another person the plank aren't at the same point like befor, so i want to fix it, how can I develob that? Did anybody can fix it?
On 4/23/19 Oculus integration 1.36 was released with this note:The Oculus Integration for Unity (not including the Avatars components) has been updated to support ARM64 developmentThree months later and Oculus Avatars still don't support ARM64. If you do an ARM64 build of an Oculus Quest project in Unity (2019.1, Oculus integration 1.38) all avatar components disappear. What's the timeline for adding ARM64 support to Avatars?
Hello,I'm part of a team currently developing an experience for the Quest. We are nearing the end of our development and focusing on QA and bug fixes. I am trying to save videos captured within the Quest in order to show the team issues I am encountering, however I can't seem to get the videos to work. Screenshots work fine and I am grabbing videos saved to Quest > Internal Storage > Oculus > VideoShotsThe videos can be viewed fine inside the Oculus Gallery, but when I transfer the videos to my PC and try to play them in VLC or Windows Media Player it's as if the players have no information, they dont even try and play. The videos all have various file sizes that make sense based on how long I recorded for, but they can't be viewed outside of the Oculus Gallery.Any ideas? Thank you.
Editing this post - I see after having explored the forum I think I better understand the variables we need to consider before making a pitch. fingers crossed...
Hi all,I'm building my first Oculus Quest app. I'm new to Unity and the Oculus platform. I am going through the "build your first VR app tutorial". I managed to launch the app on my Quest device. When I close the app on the Quest, is there a way to restart it without having to "Build and Run" from Unity? Does the app actually get installed on my device somewhere? I've searched my library and the store but there's nothing there.Thank you!Alex
I'm getting started with Quest and Unity development. In the preparing for Android development doc, there's an instruction to "Add the app ID to your Unity project by navigating to Oculus / Platform / Edit Settings and populating the ID in the inspector". I'm struggling with this - I can't seem to find where this is. I see no high level Oculus navigation item in Unity. Where exactly should I go to set the id? Thanks!
I'm using Unity (2019.2.0f1) to build the demo SocialStarter MainScene from the Oculus Integration package (1.39). I added a Character Camera Constraint script to the OVRPlayerController, then I deleted and generated a new AndroidManifest.xml file. This seems to fix a bunch of build errors that I had when I first built the MainScene.I was able to get past the "UnityException: Update your app id by selecting 'Oculus Platform' -> 'Edit Settings'" error by putting the App ID on the rift ID as well as the Quest (all four fields Avatar and Platform).But now I'm getting this error:DllNotFoundException: LibOVRPlatform64_1Does anyone have a solution to this? I've been trying to fix it with no luck. Any assistance would be very much appreciated.
Hello! So I would like to get custom hand poses working on oculus quest. Currently If I try to go into the GripPoses scene and press Play, no hands show up. Presumably because these scenes are built for Rift/S? Having actual hand presence and custom grip poses for objects in my application would be a huge plus so hopefully there is a way to figure this out for the Quest?
Hi, I have my UE4 Project and seem to run fine on a rift but when I build to the Quest some function in my game is no longer working. This functionality is to do with materials and C++ Coding. How can I find out what is going wrong while its on the Quest?
what is the procedure of changing the avatar's hands material in Oculus Quest? Atm, it appears white and to me, it looks like someone forgot to place material.I tried to change the prefabs colors but it didn't work as it seems like everything is assigned on runtime.in the avatar hands material manager, there is a whole palate of skin colors but the color of the appearing hands are still white.If anyone can direct me:whats the correct prefab (i played around with any "hand" prefab I could find.how can I take advantage of the DefaultHandMaterialManager
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