Quest Development
Recently active
I'm not sure if its from using remote adb or sideloading. Anyone else have this issue?
Hello,I am following the documentation (https://developer.oculus.com/documentation/avatarsdk/latest/concepts/avatars-gsg-unity/) to use user specific avatars.However, when I try to retrieve the user ID: void Awake () { Oculus.Platform.Core.Initialize(); Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); Oculus.Platform.Request.RunCallbacks(); //avoids race condition with OvrAvatar.cs Start(). } private void GetLoggedInUserCallback(Message<User> message) { if (!message.IsError) { myAvatar.oculusUserID = message.Data.ID.ToString(); } }I always get the following error:Code: 2Http code: -1Message: 'The user isn't signed in or their account state wasn't in a recoverable state.'Using Unity 2019.1.5f1 and Oculus Integration 1.37Any ideas what the cause might be?
When testing an app, I disconnect the Quest from the usb cable - test it where I have enough floor space and afterwards reconnect the Quest to the computer. If I remember correctly, the GO would always be automatically detected when reconnected. The Quest though isn't detected (on my computer - Win10). Rebooting the Quest doesn't change that. I need to reboot Windows for the Quest to be detected again.Any way to get the Quest automatically be detected (by ADB) again without rebooting Windows?
Hi,In the Oculus quest's menu any button triggered switch the main active controller (Left or Right).I would like to implement the same system in my Unity application.I've tried to use OVRInput.GetConnectedControllers() and OVRInput.GetActiveController() but both returned "Touch" value. Nevertheless, I have set each Controller prefab's OVRTrackedRemote script to LTouch and RTouch, I would expect those method to return at least one of those value.I've also tried OVRPlugin.GetDominantHand() and the result was always the right hand.Did anyone here managed to reproduce in Unity how the controllers work in the Oculus menu ?Thanks in advance.
Quest, fantastic. The integrated experience is natural, which is a major draw. The streaming options, however, are an area that can break that immersion when requiring a phone app to (Chrome)cast. As the user, I want to share, but it's a (minor but inconsistent) hassle compared to the rest of the interface. I would love to see tighter integration of the streaming services that works completely within Quest.Cheers.
I want to use the Quest for creating Lightpainting Artwork.This is essentially a long exposure on a camera where you use light sources to draw something into real environments. Because it is always a bit of a challenge to keep track of what and where you already drew something I had the idea to use the Quest to help with that. This would mean to attach a light source to one of the controller so it is in sync with the virtual representation of it. For a start this can be just a simple LED with a button taped to the controller, but can be extended if this works out.The problems I am trying to figure out are if it is possible to see the environment while running a program. In another thread here I have read that someone was asking if it is possible to use the live feed from the camera, altho I am not sure if this is the same here. While setting up the guardian you basically do what I am trying to achieve, so technically it should be possible. Does not need to be live and fully detailed, s
I update my testing build fire up the quest, install the update when it prompts me and I seem to have lost my local data.Is the update performing a delete/re-install ? Is it the case that if we deploy a patch for our game it is going to wipe all of our users data?
Where can i find the status of these services?Both seem to work in debug builds but neither seem to work in a release build for us. Are they active on the live Quest platform at the moment?
I want to install Oculus Quest Virtual Desktop. It appears I have to enable developer mode first. In order to do THAT I need to create or be invited by a developer organization. I am not a developer. How do I go about getting invited?Loach56
I am dynamically adjusting ViewportRenderScale on GO and Quest in Unity 2018.4 in late update. With the recent OVRPlugin update there is a clear flicker/shifted frame drop when changing the ViewportRenderScale at runtime which was not present previously. Have there been any recent changes that could cause this? I am using foveated rendering if that is relevant?
Hello, My name is Immersive Matthew and I do a weekly Oculus Quest News Video on YouTube and am looking for Developer Announcements and Stories you wish to share with the world. I only report on facts, not rumors and only on the Oculus Quest. If you have something you would like to get out, be it a coupon, a fun story, a game announcement, progress updates and the like, please send my way at immersive.matthew@gmail.com for consideration in that week's news.You can find me at: https://www.youtube.com/channel/UCwZ6Gr7fyxTfjqgcpo6WAFwBig thanks to all you developers for working hard making content for the Quest. Based on the analytics available, I believe the Quest is taking off fast and off to some great things. Hang on tight!!!Cheers,Immersive MatthewMetaverse Adventuresimmersive.matthew@gmail.com
Hi,I got an Oculus Quest recently (first VR ever), and I'm confused which SDK suits my needs:- not interested in gaming, but creative coding stuff, I have some ideas that have little to no interactivity, some mixed reality.- Unlikely to be published in the store.- I have good programming experience in c++/c#, some OpenGL. no unreal/unity experience, very little android.- Ideally can be bridged with the c++ cinder framework.thanks ;)
Hi everybody,i'm already a developer and I would begin to learn vr development and since i have bought a Quest, i can use it for this pourpouse.May someone give me some advice about the most easy and quick path to follow?Thanks in advance!:)
Unity 2019.1.3f1 and most recent Oculus SDKI built out a quick UI where the user is required to interact with this keypad. They need to click on the buttons to enter the code and press enter. Except every time a button is clicked, three dots appear and the headset takes has to load. Not sure why as this has worked on every other headset with no issues.Would love some feedback!
I saw a developer video that says 4x MSAA is almost free and should be set to that. However, in my game (Using LWRP), when I set 4X MSAA I get around 60fps and when it's off (disabled MSAA) I get the max 72 fps all the time. Does this seem right? Does 4X MSAA have a lot of cost to it on this hardware?Thanks
*Deleted*
I am not a complete beginner when it comes to Unity, but I used to help just a bit as an intern with a startup company that wanted to make a language learning VR platform on the Vive. I was introduced to Unity, but I have forgotten a lot of things. I am also a poor college student who cannot afford a powerful rig and a PC headset such as a Rift or Vive myself to try developing on. That is why I could not wait for the release of the Oculus Quest since it was finally an affordable 6DoF headset that even someone like me could afford. I just ordered one. I am aware that it isn't the most ideal platform to try for testing, but since it has the hardware in the headset itself I have heard I can at least export an apk to it if I want to test it. Again, this is still amazing for me even if it's not that convenient until I can later afford a high-end PC and headset.Now, my question is, where do I start with VR development knowing this? Making a simple VR game in Unity that can be deployed to my
Anyone know where I can get the 3D file for the glasses extender ? I want to develop a better suited one for ppl with glasses like mine
Anyone found a working solution yet? The one with HTC stereo rendering toolkit somewhat works when you enable the OVR keyword, but the resulting image is not what it should be. It's like looking at yourself cross-eyed. When I close my left eye and look at the image I see it way to the left from where it is supposed to be and correspondingly. when closing the right eye, the image is way to the right.
Simple question, I am getting some jittery movement with the quest in Unity and Im wondering if the time step is the culprit. I tried setting it to 0.01388888 but that didn't really seem to help. Any tips on time settings would be very helpful, if I find any good solutions myself Ill be sure to post them.
Really struggling with this. I have controller position with vrapi_GetInputTrackingState(ovr, ovrControllers[nDevice].deviceId, ovrPredictedDisplayTime, &tracking)and it is _almoooost_ perfect, but the two controllers intersect each other when I turn them close and touch. This is perfect in the main oculus home, but not in my application. Either the position I'm getting isn't correct, or my controller models aren't centered correctly. I'm on SDK 1.22Please help?
I'm currently working in Unity 2018.3.10 on converting an Oculus Rift application to the Oculus Quest, and have run into an issue with post processing and grabpass shaders.I have a gaussian blur effect, and i have two versions that both work fine on the oculus rift, in windows, and in the editor.The first version is a 3-pass shader using GrabPass to iterate on the previous result, applied to an inverted sphere that surrounds the player. This way is convenient because it allows me to take advantage of z-order to draw some UI on top of the sphere and blur what's behind, and because i can use this to blur sheets of glass and such things.When viewed in the Oculus Quest, no blur effect is visible, and the sphere is only visible as a black circle, and is only visible in the left eye. When i get close to the sphere and enter it, that sphere turns white.Here's the code for that material:[code=CSharp]// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'Shader "Unlit
Hello,we wanted to upload our quest build to an alpha channel to test the deployment process. Everything went fine but the upload stopped short and Oculus CLI just displayed this error:ERROR: You uploaded a build for platform Mobil but the app's platform is QuestIs there something specific in build settings that we may have missed and need to change? App id, android platform, VR sdk and everything else is set and we have no problems with installing our builds directly to Quest. It should be the same thing as Oculus Go but we've never encountered this error on our Oculus Go app upload.Did anyone experience this error?Best regards,Luke
Hi AllMaybe this one can be a dumb question but I read that some Quest users have some problems in its battery duration .The Quest default turn on is that when the Player place it in their head ,the Headset turn on automatically,for it, Could anybody advice me where is to this option to disable it?ThanksAlejandro
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.