Quest Development
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So, I was wondering how does the guardian system determine which way is the positive and negative x and z coordinates? I am trying to set up 2 quests so that players can have a co-location experience with Unity, but the players appear in different orientation despite the guardian system boundaries being exactly the same. I have selected tracking origin to be "Stage", if that helps.However, if I stand in the same position, look the same way during the whole drawing process and clicking "continue" buttons, I usually get the tracking space to be correct. As much as I would like to think that the orientation is based around player's rotation while confirming ground and guardian system in the setup, that is not 100% reliable. So please tell me, how to reliably get the same guardian system space on both headsets?Thank you very much
When I connect my Quest to my PC (Win10) and tell the Quest to allow access, the Quest does not appear as a Device/Drive in the 'This PC' panel, but it's listed as a device in the 'Device and Printers' panel. I've included a couple screenshots of the issue. I'm missing something here but not sure what it is. Any help would be great. Thanks.
I am making Personalize Avatar for Oculus Quest.https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity-mobile/"oculus : Error getting logged in user. Error Message : The user isn't signed in or their account state wasn't in a recoverable state."I don't know why I have to see that error.
I'm having a strange problem, the apps I'm exporting from Unreal Engine 4.21 will not show up in the Unknown Sources list even though a UE4Game folder is created and all content is there. I've check all of my export setting in Unreal and they seem to be in order, I've done a factory reset on the headset and still no change. One strange thing is after I export the app from Unreal the UE4Game folder won't show up until I restart the headset. I was working on this a few weeks ago and was able to export sever different projects the did show up and ran fine, I haven't changed anything since then and now nothing is working. Any ideas??
I have a Unity project that currently functions properly in Unity 2018.1.0b13 on the Oculus Rift. I'm hoping to be able to run this same project in the Oculus Quest. What changes in Unity and steps to run the project on the Quest are needed? I do have a developer organization created and have put the Quest in developer mode by changing the setting on the Oculus app on my Android. After I copied the project to the Quest by connecting it to the laptop, though, it's not showing up in the headset. I know it's located somewhere in the Quest's internal storage based on the decreased amount of storage that's available. Thoughts?
PSA: If having any issues with Unity Integration go to %appdata% and delete the Oculus folder. Unity integration is being cached (wrong version). You'll spend days debugging the wrong code. This is probably a large part of the reason people think the Oculus Unity integration is so bad we've all been using the wrong version which has caused endless problems. Unity needs to serve up the current version and not just keep caching a bad version of the tools.
Hi I'm new here. I've just started working with the oculus Quest and I'm trying to create a scene in which multiple p2p players can see eachother. I don't want to overcomplicate everything yet, as the oculus SDK is rather new to me.I'm working with unity 2019.1.8f1, I donwloaded the Oculus Intergration pack today from the assetstore, so I'm pretty sure I've got the latest versionThe scene I'm trying to run on an Oculus Quest is called VrVoiceCha, but all other scene's react the same, as the Entitled check is the first line of code. I know about the social starter that exists, which should be about the same thing as I'm trying to create, but I haven't gotten it to work on the Quest (I've not even gotten past the IsUserEntitledToApplication validation).The error message I get is: user does not have app in library.I've folowed all steps in the VrVoiceChat sample, but this didn't work either (I tried this before getting to the social starter, which is why I name it here, both apps crash at
Hi to everyone,Our studio has developed an app for Oculus Rift S, it works like a charm. We would like to try it on Oculus Quest in order by new ones to bring them to our meetings with potencial customers.So, Can anyone help us on trying this app and tell us if it works properly?Here you are the app :)Thank you in advance.Nacho
Hi I'm new here. I've just started working with the oculus Quest and I'm trying to create a scene in which multiple p2p players can see eachother. I don't want to overcomplicate everything yet, as the oculus SDK is rather new to me.I know about the social starter that exists, which should be about the same thing as I'm trying to create, but I haven't gotten it to work on the Quest (I've not even gotten past the IsUserEntitledToApplication validation).The error message I get is: user does not have app in library.I've folowed all steps in the VrVoiceChat sample, but this didn't work either (I tried this before getting to the social starter, which is why I name it here, both apps crash at startup, becuase the user is not entitled). Right now I've got a organisation with an application on the oculus development website. I've subscribed to the app and I can see it in my developer feed (in Quest home, clicking the gear and selecting developer feed), BUT just a single button on the feed seems
Hi there,Thanks for all the great work on the Oculus Browser! I believe I'm seeing significantly worse positional tracking in the WebVR browser compared to native apps.To reproduce:Visit http://moonrider.xyz using the Oculus Browser on QuestClick to enter VR (glasses icon in bottom right corner)Bend knees and move whole torso from left to right (i.e. left/right DoF, not yaw)Notice the edges of things like the 'Start' button and the grey star you are standing on (look down) move in a choppy wayTo compare:Open Beat Saber demo and start tutorialMove to the corner of the black square you are standing on (with the white edge) and look downRepeat same left/right movementNotice the white edges of the square do not move in a choppy waySo it appears the WebVR browser has a lower frequency of positional tracking than the native apps. Is this something that can be fixed?
I'm trying to download tools from the Oculus developer page, but everything I try to download gives me the error:Whoops!It seems you’re lost. Let’s get you back home.Any ideas on how I can download the SDK and ADB driver?
Hello!My current experience in mobile development leans strongly against iOS, feeling well versed working on it. By contrast, my experience in Android development does not go beyond making very simple one-screen apps, with only the tiniest bit of experience using JNI.For my next project, and for reasons tied specifically to the nature of the project itself, I'm required to work with an environment that allows me to call a sizable amount of already existing C++ code. When I downloaded and, well, "installed" the Mobile SDK along with Android Studio into my machine, and attempted to see the examples, I got myself a bit confused since they don't seem to follow a traditional Android app dev pattern (that is, unless I greatly misinterpreted most of what I saw there).Also, I haven't purchased (yet) an Oculus Quest headset - something which probably adds to the confusion I'm feeling right now.Do you have pointers to any tutorials or easy-to-follow examples that allow somebody like me to start
I'm trying to load an apk onto the quest.I've tried doing it straight from Unity with play & build but Unity can't find the device.I've tried via adb.exe push myApp.apk /data/app. and this doesn't find the quest either.The quest is in developer mode.Thanks.
Hey Guys,Just wondering if it is possible to connect a midi instrument/controller to the Oculus Quest (via usb or possibly even bluetooth Midi?!) and have the midi signals drive animations and parameters in a Unity scene? I assume this is possible in general for Android and Unity for a phone or tablet based app so shouldn't be too hard in principle on the Quest I hope (bar any intentional gimping by Oculus...). Thanks in advance for any feedback.
There may be bugs in the OVRPlayerController script in the 1.38 Integration or possibly in how it integrates with the required Unity CharacterController component. There were lots of problems with getting pushed around and off the map. Both in the locomotion and grab examples from the package as well as when i used the scripts in my own scene. Even when I programmed my own locomotion script if I added the OVRPlayerController to my character I would fall through the environment once I moved. If I removed the OVRPlayerController and just kept the CharacterController as a collider all was well with the world. Unfortunately, OVRPlayerController does a lot of other things too like keeping your Character and HMD in sync. So I am afraid I am going to have to go in there and pull out the code I need. I am hoping I won't pull the buggy code too.Just wanted to report what I found. I have seen others mention being pushed off the map and stuff with no solutions given from the community or Oculus b
Hi, when I build the VRCubeWorld sample and deploy it to my Quest, I get very noticeable glitches. The easiest way to visually see the glitch is to move side to side (translate) and look at a close up cube, you see very jarring "skips" several times a second. It's a bit worrying that such a simple sample app can't render without artifacts. The oculus metrics overlay confirms that I'm seeing 5-8 stale frames per second.The CPU utilization is only a few percent, and GPU utilization is about 25%, so I don't think it's a performance issue.My hypothesis is that the submission timing is not actually aligned to the vsync of the device, but rather depends on when the app starts (i.e. it throttles you to the correct frame rate, but doesn't enforce that you wake up after submission in any particular relation to the vsync). I do appear to get slightly varying "stale frames" amount each run. My expectation is that after calling submit I should wake up right on the vsync in order to start the
hello i have a problem of headphone vibration or latency when i make a helmet movement with rotation everything works fine, so i think a tracking problem and framing but i still created a simple scene with a floor and a cube without light, without shadows, with at least one configuration and yet I still have the same problem of position, it is done with all the basic scenes with localAvatar or playerControlleur, one with this problem also? to know that in the basic chamber of the oculus I do not have this problem in version of the unit is 2018.4.2f1
Hi, I'm building an apk from Unity 2019.1.0f2 and when I upload to my build dashboard I keep seeing this error:After doing some research it looks like any version of Unity after 2017.1 should be building with V2. I'm assuming something is old as I'm coming from older Unity versions or maybe something is being overwritten on export...? I've tried creating a new keystore and reworking/updating the android manifest with no luck and the build sideloads and runs great.Before I go down the route of exporting to gradle and building from android studio, does anyone know where I should be investigating? It'd be awesome to not have to add that extra step.Lastly, in the docs it says you can sign as v1 if you're targeting GearVR/Go/Quest in one build (or at least it appears that way) so maybe this is an erroneous error?Thanks!
I'm trying to create my own player prefab, where the hands and controllers are referenced and can be individually toggled on and off. Right now, the hand animations don't line up with the controller - compared to how it works perfectly by enabling 'Start with Controllers' in OVRAvatar. I'm trying to figure it out, but it's not easy with Oculus' implementation. Oculus only sets up the hands and controllers in the headset, and since this is for Quest, I can't see this in the editor. I can't find any documentation or posts on how to do this.
Quick question.I need to set pose tracking to Stage. Is this functionality enabled in the standard ue4 release, or will I have to build from source with the Oculus Branch?
Hi everyone ! I'm experiencing trouble with the quest, I am currently working with photogrammetry assets that I want to show in VR. But when I'm put the application I made with Unity, it shows me like color pixel (rgb) waving when I move the head... Can you please help me ? Sorry for my poor english
Hello all - I'm new to game development complete but excited to get into VR dev. I'm having trouble connecting my Quest to my PC. I have a my Quest, iPhone, and a Windows 10 PC and laptop. The drivers hosted here are installed. The Quest doesn't present the debug prompt at all. I'd like to upload my first projects as I practice Unity.Gracias!
Hi, I am new... hope not to bother:I had wonderful help with the Grabbing (finding the bugs) - now wonderful functioning.BUT struggle the whole weekend:How can I use the index finger (Oculust Quest Controller) to push a button.How to cast with the index finger a ray that a) activates buttons in distance (with trigger button) b) Grab and Moves distant objects with trigger button.I tried with VRTK but the documentation and current state dont match that made it too difficultThanks in advance .....Marc
Seeks Developers who are looking for equity within an app concept Oculus Quest submission.The idea of the application revolves around an open world concept that would bring many people together.If interested, please see my page and send me an email
Hello i use oculus quest to create vrquestroom. And can i use several oculus quest in one room with controllers? I want to buy 5 glasses. And use it in one room?- i get answer from support: The framework you're requesting is currently not available, and may require third-party solutions. We encourage you to explore your options with such a feature. Should we have information to share on this framework, we will be sure to let our developer community know.Ok several touch pads will dont work, but positioning will work with several glasses yes? i create virtual reality suite https://www.youtube.com/watch?v=ej0nOqZRYZ0 for solve the problem with your infrared touchpads...
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