Quest Development
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when exporting a demo project (sphere + ovr controller and avatar) to oculus quest, instead of oculus quest controllers, the scene insists to show me the oculus go controller.I use unity 2018.3.14 and 2019.1.9 oculus integration v1.35 and 1.38. windows 10.in oculus rift, the whole scene works perfectlyamong the issues this causes 1. controller movement is very limited 2. only 1 hand is shown at a time 2. trigger does not execute the scripts attached to the event.I followed the proper configuration of oculus scene shown here https://www.youtube.com/watch?v=qiJpjnzW-mw&t=1sin OVRCameraRig -> target devices i tried all options (quest, gear+go and both) but generally made sure its on quest https://www.dropbox.com/s/chbhpvz5u5fv9b2/oculus%20state.PNG?dl=0(is there another place where the controller should be set?)I made sure the right controller is chosen in the models prefabhttps://www.dropbox.com/s/ejof63acjlb491z/oculus%20prefabs.PNG?dl=0I tried to update the integration
Apply for Oculus Quest Publishing Access : Enter your postal code ErrorAlthough postal code already entered, Error Message don't disappear.I don't know what the result will be, but I would like to submit a document.What is wrong? South Korea postal codes can not be recognized?I need someone's help.
Hi ThereWe're using Unity 2018.4.0f1 and implementing some custom VOIP stuff, however we've found that it simply hasn't worked on some kits. The mic appears to start ok, all permissions look fine, but it outputs all 0s. It's starting to look like this can occur after an install of the app, and potentially fixed with a device restart.This is all beginning to look a bit like an OS bug, but I don't want to jump to that assumption too quick. Is anybody else seeing issues like this? Microphone seemingly not working on some devices? Or microphone issues that are magically fixed with a restart or reinstall?ThanksChris
We're creating a game for Quest and currently we're having serious performance issues by having a shader with alpha clipping enabled.Do you know an alternative way for having a material texture with alpha values?
I want (need) to give some staff at our client's office access to a recent build. It seems that I can add their email to that distribution channel, but they can not put the headset in developer mode without being a member of our organization (or maybe they need to create a different org.?) I don't want them to have general developer rights (e.g. build management) or a view to the other modules we are working on - which appear in the library menu on the quest even if you are not subscribed to them but are a company developer.How is this intended to work? Feels really broken right now.
Hello,I need to know if there is a way to install an APK file directly from Oculus Quest without using a PC to "sideload" ? In the same way as you can do it on a smartphone or tablet.Thank you
while I'm aware of the procedure of installing ADB, exporting apk and install it to the device via USB.I'm struggling to find a more direct way to view the content I'm developing with unity on the device without following all the long and tiring process of exporting and installing it every time.is there such a way?
The new SDK 1.39 is a mess, I am facing the following problems in the first day! And on...1. Both hands are showing but one at a time, if you click right hand it will show but the left hand disappear. Vice versa.2. Who would have thought the common movement front/back/rotation will be so problematic, character moves a bit and stop then you press the left joystick to move forward and stops...3. The gabbing sometimes work sometime the object fly away or disappear.The removal of Androidmeinfest.xml and recreate it doesn't help. Is there anyone to help us out?
While I'm aware of the procedure of installing ADB, exporting apk and install it to the device via USB.I'm struggling to find a more direct way to view the content I'm developing with unity on the device without following all the long and tiring process of exporting and installing it every time.is there such a way?
Hi all, I'm having a problem with a very specific Unity project. When I build the apk or build & run, I only get the tree loading dots on the device. I'm not even getting the Unity splash logo. To clarify, I'm a Unity/XR developer, I have other projects going on and working perfectly using the same Unity version and Oculus integration versions. So idk what could be the problem. This is the log I'm receiving from adb logcat:08-14 17:39:07.742 5814 5840 I VrApi : ----------- vrapi_Initialize [end] ----------08-14 17:39:07.742 5814 5840 D GoCompatibility: PackageName: com.Termotank.FernwehVR08-14 17:39:07.743 5814 5840 I GoCompatibility: headtracking feature in manifest, GoCompatibility disabled.08-14 17:39:07.744 5814 5840 I VrIntegrationLoader: VrIntegration Loader Version 1.1.24.0-0-0 Jun 3 2019 15:20:4808-14 17:39:07.745 5814 5840 V VrIntegrationLoader: Loading 32-bit VrIntegration...08-14 17:39:07
To get the oculus controls to work do I need both the Oculus Intergration from the Unity store and the OVRAvatarSDK? Or do I just need the Oculus Intergration?
I'm developing a UE4 game for the Quest in 4.21. I also have an S that I use for quicker debugging and such. I've noticed that when I run the app on the S it has sort of a blue tint whereas if I run it on the Quest everything has more of a yellower tint to it.(Exact same app) It is almost as if the Quest has some sort of Blue light filtering. I was wondering if anyone has ran into this before or if there is a way to modify this to get those brighter colors on the Quest.
When using the VrCubeWorld_Vulkan sample (ovr_sdk_mobile_1.24.0), querying the device features I see zero returned for:VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_MULTIVIEW_FEATURES.multiviewGeometryShaderCan I therefore assume that geometry shaders are not supported at all on the Quest currently, not just for multiview but for normal non-multiview rendering or even OpenGL?
We want the App work like it on Oculus GO. It should not allow the user to move in the Guardian. I wonder if anyone knows if there is a way to do that? I am using ovr_sdk_mobile_1.24.0 Native Question OS version: 7.0.0.32.358.163419639
helloI'm trying to develop an app to Oculus Quest yet i encounter many issues on the way.the app basically consist of a room and teleportation.the issue i encountered happens both on unity 2018.3.12 and 2019.1.8.I created an app that did work as expected before on Quest using Oculus integration v1.35.however, when re-exported and installed to a brand new Quest device:1. teleportation that worked before refuse to work2. pressing a button on 1 controller hids the other one from view.3. hands movement is limited4. even though target devices is set to Quest, i still (on v1.35) see the controller of oculus go5. it only happens when exporting to quest, on rift it works just fine.things I tried:1. Start a new project from scratch:followed the standard tutorial and documentation like thosehttps://www.youtube.com/watch?v=qiJpjnzW-mw&t=1shttps://developer.oculus.com/documentation/quest/latest/concepts/book-unity-gsg/could not see the hands at all, and no teleportation was implemented, it is
Hi all,I know Oculus for Business is supposed to be getting a kiosk mode implemented for the Quest, but besides it simply not being available yet the pricing model is really prohibitive.Has anyone found an alternative way to achieve this on the quest? Perhaps through some kind of parental controls or with one of the third-party Android applications that block other applications?Thanks
We have a app that uses the same apk and obb in Quest and in Go. We used the instructions in here: https://developer.oculus.com/documentation/quest/latest/concepts/mobile-native-manifest/ in order to build with the signing that match both. It worked great until thursday when we tried to upload a update to our alpha channel. It worked just fine for the Go but we got a "The APK is signed with deprecated signature scheme V1. Please use V2 or V3 signing for this type of application." error for the Quest. The documentation didn't change, why can't we upload the same as always? If Oculus are making changes, why keeping the documentation as it was? Someone help?
When the game is launched to show on the Oculus Quest, it doesn't allow the player to move at all with the controllers. The OVRPlayerController has ForwardDirection and the OVRCameraRig in it, so I'm not sure what the issue is. I am using Unity 2018.3.5f1 and Oculus Integration 1.39 from the Unity asset store. Any help would be great!
hey guys, something stranger...first time all works great and i can switch to developer mode. but i want to copy some files from pc to the quest. so i disabled the developer mode in the smartphone app. if than i connect quest via usb 2.0 or 3.0 to pc it asks to allow file access. ok, so files can be copied to the quest. now if i connect the quest to pc i only get this question and developer mode is in the quest off, can't see the bullet point in navigation tab in quest. if i want to activate developer mode by the smartphone app (is there any other way?) i only got the message "failed, can't access to developer mode, try again" <- sorry i have the german version but this is similar to the german message.so what can i do to get access again to developer mode?
Toying with an idea and I just want to see if it is possible for the Quest to access a phone's live location data? If so, how might it be accomplished?
I'm trying to change the render resolution on my Quest app to test the impact on performance, but it doesn't seem to work. The screen turns black and I get a dim red noise pattern flashing rapidly across the whole screen.I'm using the exact code shown here or in other words just the single line: UnityEngine.XR.XRSettings.eyeTextureResolutionScale = 1.01f;The visual glitch happens when setting eyeTextureResolutionScale to anything but 1, even if it's only 1.01, or 0.99. If I set it low enough, like 0.1, I also get a full frame of video about once per second before it goes back to mostly black.This code is supposed to be usable on the Quest, right? Because it works fine on the Go and the Oculus site doesn't say anything about it being incompatible with the Quest. I'm using the Lightweight Render Pipeline in this app, could that be the problem?Also, is there any other way to change the render resolution?
Some time ago we did apply for Enterprise Oculus Quest Store submission, but did not get any feedback yet.This gets pretty urgent for us as we need the ability to submit apps to the release channels to distribute the apps to their devices.Even no response to our support ticket.Who can we contact for this? If this does not get sorted out we will have trouble to buy the around 50+ Oculus Quest devices and publish the software to them.Side loading is out of question because we have to keep the software up to date over time.Thanks
Every time, i compiled my Quest app with Fmod plugin enabled, the app crashes on startup. If i disable it, everything works ok, but obviously i loose all my audio events...This issue doesn't happen if i build for Windows pc / vr. Already tested successfully on Oculus Rift and Vive. Any tips are more than welcome!Cheers
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