Quest Development
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We are working on a Quest project that has a required expansion file. Since Yesterday, we have been unable to install our game.From looking at the logs, i see the following06-21 11:38:15.711 1944 8836 W DownloadManager: [744] Stop requested with status HTTP_DATA_ERROR: Local halt requested; job probably timed out06-21 11:38:15.712 1944 8836 D DownloadManager: [744] Finished with status WAITING_TO_RETRY06-21 11:38:15.712 1465 1483 I com.oculus.telemetry.core.EventRecorder: Event flushed: oculus_mobile_download_thread_stop_request {"current_bytes":"1924331547","device_sleeping":"true","etag":"\"8edfd4a8d1e1f2f86be2a92f8638acb7\"","exception":"Local halt requested; job probably timed out","failure_count":"0","made_progress":"true","realtime_ms":4131271,"stacktrace":"com.android.providers.downloads.StopRequestException: Local halt requested; job probably timed out\n\tat com.android.providers.downloads.DownloadThread.transferData(DownloadThread.java:
Hi I use Unity 2018.41f1 with newes Oculus Integration loaded.I built so i can grab a cube and move it around and at the same time move around with the other controller joystick.BUT if I move the cube to near to my body - The FPC with the grabbing hand is very fast lifted up or down or forward or backward.What did I do: I minimized the Radius of the OVRPlayerController. This helps a bit but any movement near to the chest make uncontrollable reactions.I tried to 1) vary the size of the PlayerController more - No help 2) Switched of Hmd Resets Y or Rotate Y - No Help 3) switched to higher Unity Version 2019.1.4f1 - NO HELPAny Idea what can be my mistake?Thanks Marc
Entitlement is consistently failing for me on quest with the native C/NDK API:I'm loading libovrplatformloader.so, then calling ovr_PlatformInitializeAndroid() with a valid appid, then ovr_Entitlement_GetIsViewerEntitled().And I get the entitlement failure response after about 30 seconds.Build is uploaded to the alpha channel, the logged in user is on the channel, and I can download the package from the store. Fails both when installed with adb or from the store.On latest (Platform SDK 1.36, Mobile SDK 1.23), but was also happening before upgrading both (platform 1.32, mobile 1.20).Anything else I'm missing?
https://developer.oculus.com/documentation/quest/latest/concepts/unreal-compatibility-matrix/The Github links on this page are all saying "page not found". How should I find some existing unreal examples for oculus quest?
Hiya, if we open a fresh project Unity 2017.4.11 and download/install the Oculus Integration Unity asset, and set everything needed in project settings to build for Oculus Quest:Testing the GearVRControllerTest scene on the Quest (after adding log support to see Secondary Trigger), the right trigger doesn't report that it is ever pressed. (Though touch is)Updating the plugin to 1.37 we get even less support for the right controller (so Secondary hand trigger no longer firing).If we downgrade to 1.16, the controller works but sends PrimaryIndexTrigger etc (rather than secondary). Which actually is fine for our needs.Is there something we're doing wrong though? Are we ok to release an Oculus Quest app to app store with plugin 1.16?Thanks,
I'm thinking about starting a project in quest but I will not need to publish it, I just need to be able to install on two devices without USB connection.
Hi,I know I am doing something wrong (newb here). I have been focused on the basics first. Build / deploy is sorted out. I am now trying to get the controller buttons to cause an action I can use in a blueprint. Not much luck so far, so hoping someone has a simple explanation / fix.I've mapped within projects->inputs one by one all variants of GamePad, MotionController, OculusTouch, OculusRemote to see which is the actual input. I've seen some excellent info in here on the proper inputs (but went fishing when those didn't trigger). None of these cause the blueprint graph to trigger. Is there a simple blueprint with one input mapped? I must be doing something wrong, just not sure if I do not have the inputs setup properly, and/or the blueprint is wrong as I am setting it up like a keyboard input.Thanks.A.
Is there some reason we cannot use Oculus Platform services on the Quest HMD? I have a build that works and submits and reads from the (Mobile) leaderboards when using the Unity Editor but it fails to read or write to the leaderboards when using the Quest.I have had many hundreds of downloads of my title and I'd like to give them access to Oculus leaderboards.You can see the app on SideQuest or at https://beep2bleep.itch.io/home-plate-baseball-for-oculus-quest-alpha. I have leaderboard calls that work from the Editor but fail on the device. Is the Oculus Platform services locked out for Quest development when you choose mobile?
Hi there :)I've developed VR applications professionally for B2B in Unity for a couple of years now - Gear VR, Vive, and Rift. It's my first time developing for the Oculus Quest, amazing device. I've easily and successfully been able to build directly to the device, and already made a working custom interaction framework in no time using Unity's XR Input system without the Oculus Integration asset in the project whatsoever.I was wondering if using the Unity Integration asset is actually obligatory? I'm quite confident that I can make all the interaction needed on my own, but what if I hope to release something on the store one day?If so, what are in fact the required parts of the asset package?
Is there a summary of the best Unity build settings and player settings for Oculus Quest VR apps? I would otherwise assume we simply follow the Unity "Android Settings" (e.g. https://developer.oculus.com/documentation/quest/latest/concepts/unity-build-android/), but I'm worried I am sub-optimizing for the Quest by following directions designed for the Oculus GO. For example, should the Build "Texture Compression" still be set to "ASTC" even though ETC2 (GLES 3.0) is available? Do we still use OpenGLES3 as the Graphics API? etc.I am using Unity 2019.1.5f1 on a Mac. I'm able to build apps just fine but want to optimize.
I am trying to create a text file and save it to the Quest internal storage when my application is run? Does anyone know the path in order to do this?I am using Unity if that makes a difference.
Is there a way to fix the VRC.PC.Functional.2 issue on Quest? On Rift, I could add a flag to the upload command, but that flag doesn't appear to exist for Quest?
Hello all, I'm working on porting a demo project to the Oculus Quest to test out the porting process and everything is working except no matter what AA settings I use it doesn't seem to be working at all in the headset.I am using Unreal version 4.22 and the edges on all objects are jagged and flickering. Has anyone run into this problem?There were some other Dev's who seemed to have the same issue in the forums but there haven't been any solutions that I've found.https://forums.oculusvr.com/developer/discussion/76963/msaa-anti-aliasing-quality-in-oculus-quest-with-unreal-engineThanks for the help!
I'm a unity oculus quest developer.Where can i find the body tracking & shared space function?thanks a lot!
I use UE4 and Native SDK to develop a Quest APP.The logic is that i can see the UE4 activity firstly,then jump to anther activity that is developed by Android Native SDK.The problem is that i cann't see anything in this activity of Native SDK after jumded.But there is no problem in Oculus Go using this APP.
Im using Unity and Quest and so far have had no problems loading the project onto my Quest. Id like to send it to coworkers for feedback. How could I distribute the APK locally so they could load it up?
I understand I can upload a build to the Quest via USB.I also understand that the Oculus Avatar SDK will *not* work unless the app passes entitlement, and the only way to do that is to have the app come from Oculus' online service (typically Alpha channel at first).So what I'm afraid of is that it is impossible to run code that uses the Avatar SDK (that is, code that shows the Oculus avatars) unless Oculus gives the OK via a concept review.Is this true or is there some reasonable solution I'm not aware of?
We have developed multiple experiences (APK files) for Oculus Go. Need to know if we can use the same files on Quest or do we have to configure it differently?Thanks.
I'm working on a game I would like to show off, but I ran into this funny problem that the whole Oculus folder and everything in it is unreadable, So I'm unable to access the video recordings I made.Back in the days when the first access forums was still online I was able to find how to read video and maybe transcode and transfer it via ADB but now I'm afraid I have lost this information forever : D
Hello everyone,I developed an application using Unity and now I want to run this application on Oculus Quest in Kiosk Mode. As the device is quite new, I didn't find any threads for this problem. However, I saw these discussions which provide the solution for Oculus Go.https://forums.oculusvr.com/community/discussion/65074/oculus-go-kiosk-mode/p1. I downloaded the application and ran it but it didn't detect Oculus Quest. I think this solution is dedicated for Go by now. @undef_dev Will you extend the functionalities for Quest ?https://forums.oculusvr.com/developer/discussion/66953/solution-for-kiosk-mode-on-oculus-go/p1 I tried the first part : "Make your app start at boot" and it doesn't work, I don't know the instruction is outdated or it work only for Go and I don't have a Go to test.Has anyone run into the same problem ?Thank you.
This discussion was a duplicate of https://forums.oculusvr.com/developer/discussion/77070/on-device-speech-recognition-on-the-quest-with-unity#latest. Please remove. Thank you.
Hiya.Just wondering if here is a latest version of Unity and Android SDK plugins, or if it is something else:THe build app works but using BUild and Run I get this error:Error building Player: FormatException: Input string was not in a correct format.I do not that in the buil settings the Run deviec gives the Quests ID, not "Oculus Quest" which I have seen on tutorials. So Im not sure if that is giving the wrong information?Anyone else had this problem...or can suggest the latst Unit and Andriod SDK plugins that have worked togetherCheers-P
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