Quest Development
Recently active
HelloHow are you?It's my pleasure for asking you this question.Currently, I should develop Oculus Quest Game project. But unfortunately, the delivery for Quest is taking much time from now on.And fortunately, I have GO set.So, I would like to develop Quest app with GO.But can't be sure if it's possible.Could you please make me sense with this problem?Hope to hear more from you.Cheers.
Hello,Is thee a way to enable Ethernet over USB with an ADB command? I tried a few commands but it seems that I don't have sufficient rights.Greetings,Ferry
Im a new VR developer. I have worked in Unity and unreal quite a bit so my game dev acumen is intermediate. I have so far in a few hours managed to get a gun in my hand and shoot it and load a magazine (with the other hand) in it etc. Q 1 - I am currently trying to find some information on how i can use two hands for a weapon?I cant find anything and the very few things usually mention VRTK and I am barely used to the occulus sdk that I dont want to use vrtk especially since a lot of people keep telling me the version issues this and that. So while I will work my way up to vrtk, in the mean time what are some good learning resources and how do i get two hands on my weapon?I dont expect code, just perhaps point me in the right train of thought? like what should i be thinkingi.e 1 - put two snap positions on the gun. (by the way how the heck do i get the snap offsets right without being able to see it in editor?! I mean putting empty game object at origin and editing
I've been developing a proof-of-concept for work but after the recent update, it will not allow me to record video of my app anymore usnig the "record video" option in Oculus Home. It says the content is protected. It seems like there is probably a way to allow recording through an androidmanifest setting, but I cannot find any mention of it anywhere.Help! I was all set this morning to record a demo but cannot.
Hello~ XDI want to use Trigger Button On Oculus Quest Controller!but I dont know use button Trigger Aation.I used Anything OVRInput API.ex)- OVRInput.GetDown(OVRInput.RawButton.LIndexTrigger)- OVRInput.GetDown(OVRInput.RawButton.RIndexTrigger)- OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger)- OVRInput.GetDown(OVRInput.Button.SecondaryIndexTriger)... etcCan I share TriggerAction On Quest? Thank you everything.
Hi - tried it now for days,A lot is working:... OVRPlayercontroller ist working - can see a cube i placed under Righthandanchor - can activate all buttons and touch....But when i place the localavatar in the scene - nothing to be seen.I tried new project new scene new import of oculus integration.Unity version: 2019.2.0f1 (hope that is not the reason... but also did not succeed with 2018 version)Problem seemed to come from update of oculus quest to v7 - never before hat problem to see avatar.thanks for help.... Marc
I use Unity and created a C sharp script to control first person camera movement using the Oculus Touch controllers. It works fine in my Rift (Unity and exe builds) but doesn't work in a scene I sideloaded into my Quest. It works in the Unity project from which I made the Android build for the Quest, but not in the Quest. It doesn't look like Oculus has changed the Touch input mapping (Button.One is still Button.One, etc.). Can anyone explain what's going on?
Hey guys - we've been experiencing an issue with our Quest title where quite a couple of users have been failing the entitlement check upon purchasing the game and launching for the first time, or after downloading an update. Not quite sure what we can do on our end to help these users. Has this happened to any one of you?
Upgrading to the Unity 1.39 Integration caused my Unity project to stop when installed on the Quest. Disabling the Avatar in the Unity project allows the project to run on the Quest but the basic player controller movement fails. - Unity 2019.1.11.1f1 (personal and pro)- Windows 10 ProThe fix was:- Delete the Oculus directory in the Unity project and reinstall the 1.38 Unity Integration package.- Delete the Android Manifest and use the Oculus dropdown in Unity to create a new one.- Make sure the Manifest contains this line- <uses-feature android:name="android.hardware.vr.headtracking" android:version="1" android:required="true" />- this enables the headtracking features of the Quest and should re-enable your hands, avatar, movement etc.The Asset Store does not seem to keep older versions around so you have to go to the Oculus developer support archive to find older versions. These can be found here https://developer.oculus.com/downloads/package/unity-integration-ar
Hello,Our app concept was approved for development months ago and we have nearly finished the project but still have not been contacted by anyone at Oculus regarding getting a Quest specific project setup on the developer console nor getting a development kit. The email we received said they would contact us soon, but it never happened. Does anyone know how to get the Quest project set up? I may be missing something, but the online developer console does not have an option for Quest applications. The project is delayed until this stuff can get done.Thank you
No Controllers are showing in Unity 2019.2.0f1 Builds. I am using the latest Oculus Integration and the current Oculus Package from the Packages Manager. Any clue how I get force them to show??
hello everyone. I got a working locomotion solved yet I’m having a strange teleporting issue in that I randomly fall through the ground. Im using a hidden plane as a collided object, which works well. There is an area that causes me to fall through the map when I teleport to it. It is adjacent to a couple cubes I have placed to test grabbing mechanism. I’m really dumbfounded how I end up falling through the map at this one location.
Helloshortly, im trying to reset my players position to the default position (which is the position where you can press the oculus button and hold and it resets you there) . I want this to work if user take off the headset. Tried many things including void Start() { OVRManager.HMDMounted += HandleMounted; OVRManager.HMDUnmounted += HandleUnMounted; } private void HandleUnMounted() { OVRManager.display.RecenterPose(); }But it doesnt work. I create a room scale place. So i have walk in real world which make me move in virtual world. If i press to the oculus button and hold that resets me perfectly. But i couldnt manage to make it work with headset of. I also tried giving positions manually to : Localavatarwithgrab , ovrcamerarig, tracking space.. Non worked.. PS: im working in unityThanks a lot for replies.
As background, I'm trying to port one of my current Rift titles to the Oculus Quest. So I'm able to build and run one of the VRTK example scenes in the Oculus Quest without any issues (using V3.3 with either Unity 2019.1.11 or 2019.2.0f1 with Oculus Integration 1.38). However, as soon as I import one of the existing scenes from my legacy project, and deploy it to the Quest, it starts by showing the Unity splash logo, but then crashes almost immediately after.I'm not as familiar with Android debugging, so any advice on how to further troubleshoot this would be appreciated.2019/08/02 19:18:22.763 2876 2944 Info VrApi: FPS=72,Prd=45ms,Tear=0,Early=72,Stale=0,VSnc=1,Lat=1,Fov=0,CPU4/GPU=3/2,1958/414MHz,OC=FF,TA=0/0/0,SP=N/N/N,Mem=1804MHz,Free=1229MB,PSM=0,PLS=0,Temp=29.0C/0.0C,TW=3.62ms,App=1.44ms,GD=0.64ms,CPU&GPU=2.50ms,LCnt=12019/08/02 19:18:22.807 2876 2945 Info UtilPoller: GPU Util 0.429599 / CPU Util 0.614583 (avg 0.563447)2019/08/02 19:18:23.564 2876
I cannot take a picture or video of this issue as it only happens in the headset. For some reason when moving the head around there are weird transparent ghosting of all objects around you. Best way to explain is when you move your head an object such as a tree will have a black transparent version of itself be left behind for a quarter of a second. It is doing this on all of our apps. Not sure what is going on.Ghosting is what I would call or, or it is not rendering fast enough.
I am having a very strange error recently occur. To test this I have made a very simple Unity test scene with just an OVRPlayerController, a plane to stand on, and a cube attached to each the LeftControllerAnchor and the RightControllerAnchor.Before Friday (June 28th 2019), this set up worked exactly as expected. The two cubes followed the position of the controllers. And the joysticks moved the player around.After Friday, only one controller is visible at start up, and when you press any button on the other controller, then that controller become visible and tracks correctly. I've also discovered that the other controller has teleported to the position of the player controller so it hasn't disappeared, its just in front of the near clipping plane. If you move your head back far enough you can see it, but it doesn't move.I'm at a loss for what is happening. Everything was working fine before Friday.
So I want to know when the user has recentered their view, and found this event (`OVRManager.display.RecenteredPose`) in the documentation. Tried it on the Rift, and it works exactly as expected (fired once when user resets their view), but tried it on the Quest and the event never gets fired. Is this a bug, or is there some other event I should be looking out for?
I've tried building with Oculus integration 1.39, 1.38 & 1.37 with Unity 2019.1.11f1All settings are as recommended (no vulcan, XR set to Oculus, Android kitkat etc.) and OVRmanager is set to Quest.When I build test scene Assets/Oculus/VR/Scenes/GearVrControllerTest.unity to Quest, controllers appear as Oculus Go handsets, and only one is visible at a time. I made sure they were set to touch. Also the FOV is slightly tighter than the normal Quest FOV.In the debug log when the apk builds it says Quest is set to true.If anyone else can confirm?
I'm developing an application for the Oculus Quest with Unity 2018.4.2f1, and OVRInput was working just fine reading controller inputs from the Quest's Touch controllers. Then all of the sudden, with no obvious cause, OVRInput.Get() and OVRInput.GetDown() stopped behaving correctly, messing up my control scheme. For example, OVRInput.Get(OVRInput.Button.One), OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger), and OVRInput.Get(OVRInput.Button.PrimaryHandTrigger) all have the expected behavior - returning true whenever the A button, index trigger, and hand trigger are currently being pressed, respectively. However, OVRInput.Get(OVRInput.Button.Two) no longer responds correctly - instead of being true whenever the button is depressed and false otherwise, pressing the button once sets the value to true permanently. OVRInput.Axis2D.PrimaryThumbstick no longer gives any data.Digging into it a little more, it seems that my Oculus Touch controller is being confused for an Oculus Go controller.
After automatically updating to v7 my games are not working:-the FOV is reduced-Only right control is visible by default-Left control is visible only when pressing a button, on release is back to reset position (0,0,0), not affected by tracking.i'm using Unity 2019.1.Apparently lost of devs are having issues, is there any way to revert the update?Regards
Is it possible to stream to Facebook from an app on a Quest prior to being in the official Oculus store, or is that tied to being in the store? Thank you!-Chilton
I'm having a lot of trouble pushing a build to my quest through the ADB cli. It works on one laptop I have but not another. The error I get says something about vendor keys not being set and the quest shows up as "Unauthorized" when I run "adb devices". I'm assuming from reading this thread (https://www.reddit.com/r/OculusQuest/comments/bux8ki/my_oculus_quest_wont_authorize_adb/) that I should be getting a pop-up in the quest asking to trust the computer but I haven't seen any. I've tried all of the suggested solutions short of a factory reset, which I would rather avoid (internet speed where I am is not the best and it takes a while to update). I hoping there's some more concrete way of triggering the handshake between the quest and the computer.
I am building an application for the Quest using Unity 2019.1, using the Unity XR API to provide all tracking with TrackedPoseDriver. Prior to the 7.0 Quest Build Update, building the APK from Unity was working correctly. After the 7.0 Update of July 25th, the controller input is no longer correct and perhaps the application is now running as an emulated Oculus Go.Can you provide a solution to correctly build an APK from Unity 2019.1 that will have the correct android manifest so that the APK runs as an Oculus Quest application?1) Ideally this could be solved without custom editing of the Android Manifest, perhaps by setting certain combination of min/max SDK versions, etc. Can a method be provided so that Unity builds still automatically generate the correct android manifest?2) Fall back is to have a way to manually edit the Android Manifest. If this is the only solution, what lines/statements need to be set in the Android Manifest to correctly run as a Quest application?
We are developing using UNITY 3D 2019.1.3f1 + Oculus Integration.The APP ID is issued by an app item that is issued and unknownWe checked the Oculus Quest device that we purchased several times to confirm that it worked well until yesterday.However, after this July 25 update, we can not run the application we have built.Let me know why Every update is a situation like this? I'm disappointed.Do you have to give up developing the app for Oculus Quest?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.