Quest Development
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Short version: Is anyone doing Guest development on macOS with Unity or Unreal, and if so can you provide basic guidance on getting your dev environment setup?Long version: My Quest is in the mail and I’d like to start exploring development options. I’m getting started in Oculus development and would like to avoid buying a Windows machine or relying exclusively on Parallels (or a Windows VM). While I’ve found some barebones guidance on working with Unity and Oculus via Mac its vague as to whether this will be applicable for the Quest.If this is a simple RTFM [and here’s a link to it] then that would be appreciated too! A few solid directions should be all I need (famous last words).
So i'm working on converting my rift apps to the quest, and it's been challenging to say the least. I'm working through a lot of performance optimizations but one in particular brings me here to seek wisdom: mobile gpus render tiles one at a time, which makes convolution operations - like gaussian blur, edge detection, bloom, etc. - very bad. This is because when you sample neighboring pixels, those samples are sometimes outside of the current tile.i'm wondering if anyone has found ways to efficiently perform blurs, blooms, and other kernel convolution operations on mobile?some of my apps depend on grab pass blurs.I'm working in Unity 2018.3.x at the moment.
I'm trying to connect an external BTLE device to my oculus quest or track it via an IR-marker. Does anyone know if it is possible to access the bluetooth or camera devices from unreal engine or Unity?
Quick question about the Developers Dashboard, when I go to "Create New App" it does not list Quest as an option in the apps list. Should I use the "Oculus Go & Gear VR" option? Or am I missing something here?
Hi all, Wondering if anyone has tried live tracking the position of the headset in the play space? I'm hoping to extract the coordinates into Unity in real-time. Does adb receive the coordinates? Is it possible to access the port and send OSC messages straight to another app, or open a new port?I don't have access to a Quest yet, any info would be greatly appreciated. Thanks!
Please delete this post - I found the answer
Restarts multiple times, ensured that both are in same network, but still not able to cast anything's to my phone
Hello, I am trying to run my compute shader on Quest but I always receive errors. I tried building with OpenGLES 3.1 and Vulkan API and both couldn't run it. Even if I try to run sample scenes without compute shaders with the Vulkan API, the app crashes without starting.Vulkan API error: E/Unity: Unable to find libAudioPluginOculusSpatializerOpen GLES3.1 error: E/Unity: OPENGL NATIVE PLUG-IN ERROR: GL_INVALID_VALUE: Numeric argument out of rangeDoes Quest actually support compute shaders?Platform details: Unity v2018.4.0f1, Oculus Utilities v1.37.0, OVRPlugin v1.37.0, SDK v1.1.22.0.Thank you.
hello I work currently for escapes games in Franceand I try to develloper with the help of the gardian a tracking between no real object and real object (furniture). when I work on a short distance the superposition of objects in the space is correct. on the other hand if I try to travel a greater distance beyond the limit of the gardian, and well my objects no real and reel a lag and do not bother any more. I tried to leave an oculus lever on an object to check this offset and the same finding the position of the controller is also shifted I must get very close to it so that its position is re-evaluated, there is a more relevant solution or a fix in the near future to fix that thank you.
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Is it possible to access the accelerometer data for a Touch controller? Presumably the accelerometer is still detecting movement when the controller is out of tracking. I know it won't be precise, but having a rough idea of the direction the controller is moving would still be useful...
I've spent several hours today trying to modify vrcubeworld_nativeactivity to incorporate foveated rendering and it simply will..not...work. OpenGL throws no errors, but it never looks foveated. Can somebody please help or point me to an example of foveated rendering in OpenGL???```//??????if(framebuffer.useFoveatedRendering){ GLint query = 0; glGetTexParameteriv(colorTextureTarget, GL_TEXTURE_FOVEATED_FEATURE_QUERY_QCOM, &query); if(((query & GL_FOVEATION_ENABLE_BIT_QCOM) == GL_FOVEATION_ENABLE_BIT_QCOM) && ((query & GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM) == GL_FOVEATION_SCALED_BIN_METHOD_BIT_QCOM)) { vout << "Foveation appears to be supported" << endl; //this is printed } //none of these fail, but nothing happens (rendering looks the same) GL(glBindTexture(colorTextureTarget, colorTexture)); GL(glTexParameteri(colorTextureTarget, GL_TEXTURE_FOVEATED_FEATURE_BITS_QCOM, GL_FOVEATION_ENABLE_BIT_QCOM)); float focalX1 = 0.0f; // Ga
Is this possible? I am attempting to use the Quest in an open Gymnasium. I am able to define a fairly large space, but it has limits...really want to enable the entire gym. Thanks.
Hi! Is it possible to upload one's build to one's app channel (say, Alpha) without yet having an accepted pitch, or otherwise test it on the device?I'm getting the following response from the Oculus command line tool when I try, even though I tried to define the app as Quest in as many places as I knew of (but not all seem to have the option):"ERROR: You uploaded a build for platform Mobil but the app's platform is Rift"Thanks!
Hi,How do I upgrade the Santa Cruz firmware so I can connect to the phone app and setup controllers?Thank you,Aidan
Hello. I am not able to connect to Oculus Quest via phones (tried Oneplus 2, Samsung galaxy S7, Huawei P30). After forcing update with usage of ADB headset is stuck in downloading, and logcat returns that HMD update is at 100%, but OTA is unavailable
The title says it all. I was just curious when us developers will get public resources like guides to help us develop for the Quest?
Hi AllI am very excited because I will get the Oculus Quest to start to develop with it.I was searching about Robo Recall game for Quest ( I think It is the best VR Graphics Quality done at the moment for Quest)Since I saw that the Drifter Company used the Multi-View feature from Oculus to improve the 3D assets Rendering and like I found only in the Oculus website for Unreal more info here https://developer.oculus.com/documentation/unreal/latest/concepts/unreal-multi-view/?intern_source=blog&intern_content=drifter-entertainment-robo-recall-on-questFor it, Could you let me get some info about this feature but for Unity? or if it is not possible , Is there any similar feature to do the same in Unity?Would it be possible?Thanks for your timeBest RegardsAlejandro
HiI've done some other vr dev before, just looking at getting started with the quest, seeing how much we can push it etc.I was wondering if any of the additional resources supplied if a concept review is passed is particuarly important - contains access to advanced features etc - that would make it worth the effort of coming up with a concept before actually being able to experiment with the hardware and software first.Cheers
So I have a scene set up to use the Oculus Spatializer in Unity. Everything works fine in PC builds and in the editor (even with the platform set to Android), and yet in builds the spatializer doesn't appear to be active at all. I haven't seen anything relevant in the console or profiler coming from the device. I am using Unity 2018.3.9, but I quickly tried the project in 2019.1.3 and it didn't seem to make a difference. If anyone has any insight into why the mixer or spatializer is being ignored on mobile, that'd be really helpful!
Hello all,Question:Is there functionality in any Quest SDK to send/receive data over WiFi or Bluetooth to other devices? Where could I find this?What I want to do:I want to send data from the Quest directly to a MacBook Pro over WiFi. Ideally, I would like the Quest or the MacBook to act as a WiFi host to connect the two directly for fast data transfer and no middleman. I only want to send very lightweight state data, but I want to do it with minimal latency. Ideally, I would like to use the Native SDK as opposed to the Unity or Unreal SDK.Thank you for your help in advance!Congrats to Oculus on the release of the Quest and Rift S! This is a very exciting time.Best,Tim
If a user plugs in standard earbud headphones (with a microphone) into either of the 3.5mm headphone jacks on the Oculus Quest is the audio from the microphone on the headphones accessible or is the only microphone input the built-in microphone?
Are there going to be CAD files for accessory makes like the ones for the Go and Rift?
I'm a bit lost on how to proceed here. I see a VrCubeWorld_NativeActivity, which got me 75% of the way using my engine with quest, but now the VrController is way too high level for me to use. I need to know how to use low-level code to get controller positions and (nice to have) a way to render tracked oculus quest controllers for the user. Anyone have any material on this?Obligatory statement that I'm not using Unity, or anything high level at all.
I'm not sure where I stand in line for delivery of a development unit.However, I'm really only interested in development on OSX, and since that is not yet ready I was wondering if there was some way I could have myself moved to a later shipment so that other people who could use the kit now would get one earlier.
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