Quest Development
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I am new in Unity. I need to develop something for the Quest. I installed Android tools when I downloaded Unity latest version. Then I went through some tutos and It seems that I have to download from the assets store 'Oculus Integration' and/or 'VRTK V3'. Do I really need to get both ?Thanks.
Hi there,I want to build the most basic sample scene for the Oculus Quest. I installed Oculus Integration from the asset store and use one of the sample scenes provided there but I cant get a working program. The problem arises after upgrading to OVRPlugin 1.25.0. When starting the program on the Quest, it just shows the three "loading dots" and gets stuck (I just get back to the menu after pushing 4 times the oculus button on the controller).When I disable Oculus Utilities Plugin (Current Version 1.25.0 to Bundle Version 0.0.0) the program at least starts and my HMD is working fine, but the controllers are not detected.I use Unity 2019.1.4f1 but i got the same problem with 2018.4.4f1.Thanks for your help
It started out as a joke, but I've managed to set up a PC with Ubuntu 18.04.2 LTS installed and have successfully built, deployed and run my game on the Quest.If you're thinking of doing the same, this is a sort of guide. There are actual (and official) guides on how to build and run UE4 on Linux, and how to set up Android development on Linux:https://docs.unrealengine.com/en-US/Platforms/Linux/BeginnerLinuxDeveloper/SettingUpAnUnrealWorkflow/index.htmlhttps://docs.unrealengine.com/en-US/Platforms/Linux/IntermediateLinuxDeveloper/AndroidOnLinux/index.htmlThese are both very good guides and you should follow them.And you'll probably need this one too, especially if your game is a C++ (rather than Blueprint-only) project:https://docs.unrealengine.com/en-US/Platforms/Linux/BeginnerLinuxDeveloper/SettingUpQtCreator/index.htmlWhat I'm writing here is basically to fill in some gaps in the documentation, and hopefully save someone else several hours of Googling and reinstalling Ubuntu, etc...
I am currently creating a quest app for an event (no store), but with the little problem that i need the screen casting feature. But for this i know i need to upload the apk to the Oculus Developer Center to one of the release channels (tried it already successfully with a go app). But i can not upload my apk because it always says that my app's platform is mobile while my builds platform is Quest (which is correct). But i can not select the Quest as platform when i create a new app in my organization. Is there a workaround or what do i do?
Hi All,I'm currently building a VR application for the Quest and Rift S in Unity V. 2018.3.6f1 and Oculus Integration version 1.39.However, I am having a hard time getting rid of jagged edges in my scene, especially with UI elements.I have already tried:1. Increasing the antialiasing settings in Project Settings / Quality / Rendering / Antialiasing. Antialiasing is currently set to 8X multi-sampling.2. Adding an antialiasing effect via Unity's postprocessing stack.3. In the UI's canvas scaler, setting the Dynamic Pixels Per Unit to a high number.Do you have any other advice for achieving antialiasing in VR?My understanding is that the Unity Light Weight Render Pipeline can be good for rendering mobile VR games, such as for the Quest. Would switching to the LWRP at this point help solve this antialiasing issue? (I don't think they are connected but I figure it is worth asking.)
Oculus VR implementation is simply broken.. are there any alternatives that actually work on Oculus Quest?
Hello,I am using Oculus Quest 64Gb with Unity 2019.1.0f2. Environment is working with Unity's Android support.Our project uses Unity's Native XR Support with Oculus packages downloaded from Package Manager. Building and connection to the devices work. We don't use any Oculus made prefabs and the tracking system has worked well with the native one." UnityEngine.XR.XRDevice.model " returns wrong string after the last update.When connected to Quest, it used to return a string as "Oculus Quest" but now it returns "Oculus Go", so there is no way (that I know of) to detect if the hardware is actually a Quest.Cheers!-Sakari
I am trying to setup the new mixed reality tools but after the successfull Intrinsic Calibration i stuck on the hmd aligning. The MRC Camera Calibration Service on the Quest is connected with the desktop calibration tool, but i cannot sample any point. When i try to select next point on desktop or use the A/Trigger button on quest controller, after the hmd is aligned to the rectangle, nothing happens. So i cannot finish the setup. Do i miss something?
Hi,I create a sample app in Unity, including the Oculus integration asset, with XR enabled in player settings. After added a player controller to the scene (which contain only that plus a floor), and building into the oculus Quest everything works fine. But when I hit the unity editor play button, I get a console message "Virtual Reality SDK Oculus failed to initialize.Will attempt to enable OpenVR instead."The game is running in the editor but I can't simulate head movement when moving the mouse or using WASD keys, even if the player controller contain a head simulator component. So it means its not possible to develop and test directly in the editor, without building to the android device which take too long time. It's really annoying and we can't develop for the quest in those conditions. Do you have any workaround about that ?thanks
Hi,We are developing an app for oculus quest using Unity that works fine at 72 fps but when I launch the app for the second time the fps fall to 60 fps. If we uninstall and install again, the first time always works at 72 fps and the next times again goes to 60 fps.It's very strange, I think that maybe the app are generating some kind of cache and after that the cache does not work well.Any suggestion about what are happening?Thanks
Hi Guy's, i'm a new addict developer in VR, i want to create a Bus simulator to train new drivers using Oculus Quest, but, i don't know any Bluetooth Steering Wheel to integrate with Oculus Quest SDK. Any Ideas or Hardware known?
I am currently using unreal engine 4.22 and noticed that there is no implemented model for the oculus quest controllers. I also can't seem to find a download for the models themselves either. Without these models it makes it very difficult to line up in game hands to the correct spot. Am I missing something somewhere? Do I have to use the oculus build of unreal in order to have proper controller models?
Dear Oculus and community, can we receive any 3d data about the environment area where we play? We want to build a game level that surrounds us based on information about obstacles in reality. To set the game obstacles at the same place. For Rift S and Oculus Quest using a modular environment.
Hey, I have a pretty unique problem with the Oculus Spatializer and Wwise. Currently we are using Wwise 2018.1.6 with OSP 1.38.0As far as I'm aware the plugin is set up correctly. It works in wwise, It works in the unity editor and it works in windows rift builds. When we build to quest, it does not work at all. Any audio using the OSP does not spatialize, have reflections/reverb of falloffI have double checked that the libOculusSpatializerWwise2018.so is in the correct DSP folder for both arm64 and arm7 (does not work on either build target). I followed this guide: https://developer.oculus.com/documentation/audiosdk/latest/concepts/osp-wwise-unity-install/and this guide:https://developer.oculus.com/documentation/audiosdk/latest/concepts/osp-wwise-overview/D Unity : Unable to lookup library path for 'libAudioPluginOculusSpatializer', native render plugin support disabled.07-02 16:07:24.954 20666 20681 E Unity : Unable to find libAudioPluginOculusSpatializer
Hello, I apologize if this is a duplicate. Basically, when I go to install the drivers on my computer, the folder comes through but the zip file does not so I am unable to extract and install. It just shows a standard folder titled oculus-go-adb-driver-2.0 but again the zip is not underneath as I have seen pictured in many tutorials. Any help here is greatly appreciated thank you. EDIT: Additional details. I am using Google Chrome (fully updated), Windows 10, Lenovo ThinkPad, and Windows Defender.
Hey, new to the forums so apologies if this is in the wrong section.At our company we have been developing a VR app for many years now, supporting multiple platforms, and now we want to include Oculus Quest. A sideloaded app works perfectly on the Quest, but for some reason the apk, when loaded onto a test channel, does not appear within the My Preview Apps section in the store (within the Quest).Is it necessary for us to go through the entire Quest application form submission before it will appear there, or is there something we can do now to allow us to preview and test with remote developers/testers?Thanks!
I like to disable guardian altogether while developing. At the moment every time when you sleep-unsleep the headset, guardian will be active again although in the dev-options its still set at disabled.
I'm having a lot of trouble getting grabbing to work in the demos. I have a few issues:1. I can only seem to have one "active" controller. Meaning, when I press buttons on my right controller, it pops to my side and works as normal, but the left one disappears back to where it was "anchored" in the scene. I can never have them both at my side functioning.2. The finger movements and grabbing doesn't work. I have only gotten grabbing to work if I use a DistanceGrabber and change the Grabber script to be L/R Touch Tracker (the hand script is just L/R Touch). Even then, the hand doesn't make any animations when grabbing.I've followed a bunch of tutorials, even a very recent one here (https://www.youtube.com/watch?v=weL4aRe1FRk). They all seem to have hands working pretty well out of the box, at least the intricate finger tracking. I'm using 2019.1.10f1 with all recommended build settings.Can anyone help me out?
Hello,Been working on a game for Quest a month now and started to have a very strange issue. Sometimes when I run my game after loading it to Quest it simply crashes and drops me back to the menu. It seems to happen at random, meaning sometimes I can play for 10 seconds, other times for 30 min. I keep getting one of these two errors:Assertion failed: Index < GetMaxIndex() [File:D:/P4Workspaces/Switch_3/Engine/Source/Runtime/Core/Public/Containers/SparseArray.h] [Line: 86] LogAndroid: Error: === Critical error: ===LogAndroid: Error: LogAndroid: Error: Assertion failed: Index < GetMaxIndex() [File:D:/P4Workspaces/Switch_3/Engine/Source/Runtime/Core/Public/Containers/SparseArray.h] [Line: 86] LogAndroid: Error: LogAndroid: Error: [Callstack] 0x00000000C520E2A0 libUE4.so(0x00000000039E82A0)!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) []LogAndroid: Error: [Callstack] 0x00000000C92BFDD0 libUE4.so(0x0000000007A99DD0)!void FDebug::CheckVerifyF
Hi to everyone,is the first time for me trying to create a unity VR project and especially for oculus quest.I want to get the debug.log from the headset in order to access the rotation, accelerometer, etc. and make my life easier in general.To make it more clear, wouldn't cast the view of the headset, i would like to take the debug when i run the application. I tried a lot through adb and "oculus remote control" but nothing work.Do you guys, have any idea how can i move forward on this??Thanks in advance!Dimitris Kanoutas
I imported the ovr dev kit and try to build a scene. what ever I do I get this error when launching apk on quest:Unity : Built from '2019.1/staging' branch, Version '2019.1.10f1 (f007ed779b7a)', Build type 'Release', Scripting Backend 'mono', CPU 'armeabi-v7a', Stripping 'Disabled'Unity : Unable to find libAudioPluginOculusSpatializerI tried adding audio plugin in the audio player settings in all combinations - no successAny ideas?
Hello,I want to access files from oculus quest device.I am trying to load asset bundle file from persistant DataPath which is not working for me.Any solutions?Thanks in advance.
On Oculus Go we found out they didn't give access to android keyboard (which standard android provides with), so it pops up a green "error" in lower area of headset and we solved it with our own virtual keyboard - anyway... In Quest when you click and hightlight / focus an inputfield - it turns Quest totally black and starting to "fake load" something. Anyone got a solution for this error? Unity 2018.3 -
Using OVRInput.SetControllerVibration(), I can't seem to set how long the vibration plays for. Frequency seems to do nothing, while amplitude controls the intensity.
Hello, I've recently created an interactive 360 video project with hotspots using the 3D Vista software, and am seeking to get my locally stored project onto the Oculus Quest for offline use. Currently, 3D Vista does not have an option to package for apps- their publishing option creates a folder containing an exe file, and I realize apk is needed for sideloading to Oculus. Is there a method for packaging this for Oculus? I've read that exe to apk converters exist, but am unsure if these programs are reliable and would accomplish my goal. Any help/guidance on where to start / possible options is greatly appreciated! Thank you!
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