Quest Development
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So I have a fairly simple RenderPass and shader, and on Quest 2, it renders fine, but on Quest 3, the eyes don't line up properly. With the below code, I get the same image displayed, but vastly offset in space for each eye. I'm using the Oculus SDK and not OpenXR. Render Pass: public override void OnCameraSetup(CommandBuffer cmd, ref RenderingData renderingData) { RenderTextureDescriptor blitTargetDescriptor = renderingData.cameraData.cameraTargetDescriptor; blitTargetDescriptor.depthBufferBits = 0; _source = renderingData.cameraData.renderer.cameraColorTargetHandle; RenderingUtils.ReAllocateIfNeeded(ref _destination, blitTargetDescriptor, FilterMode.Bilinear, TextureWrapMode.Clamp, name: "MagnifierTexture"); } public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(_profilerTag); Blitter.BlitCameraTexture(cmd, _source, _destination); cmd.SetG
I am building a VR game using the new Meta XR SDK (previous Oculus Integration). I want the user to be able to press an object (using ray interaction), and get teleported to that location with a given rotation. Then I want to disable all form of movement either with controllers or hand tracking - the only movement possible should be physically moving around. I also want the player to be stuck to the same y-position level (and not fall due to gravity). To resume controller movement and hand teleportation I want the player to ray interact with another object. Any idea how I can do this?
Hello,Im currently working on a XR-Project with my Quest 3 and I need to be able to scan for example a window with the room-scanning, declare it as a window and then in Unity replace every Window with an image.Is it possible to access the object specifications like "window" and replace them with a given Prefab/Object? Thanks for an answer!Christian
Hi!We are developing a shooting simulator in Unreal for Quest 2 / Quest 3. The controller is placed in a holder on a fake rifle.Everything is working perfectly as long as the user holding the rifle has some minor shakiness in the arms. But our pro users experience that the "controller" does not register movement if they are aiming at a target for a few seconds and gently moves the rifle to follow the target. In this case, the controller does not register movement and the VR rifle is "stuck" for a small time and then jumps to the right position. We don't see this behavior if we modify the holder to lightly tap a button on the controller or if we place aluminum foil over the A/B/Thumb stick. My guess is that this tricks to controller to think it's being handheld,We would like to avoid hardware hacks and wonder if there is any way to configure the controller using a software API. For instance to increase the "power save" timeout or tell the controller to stay active. Maybe a high pre
Hi, Oculus official and developers:The code provided by Oculus official can be found here: Downloads - Oculus OpenXR Mobile SDKUsing XrCompositor_NativeActivity to have a test. As the code shown, the default color space is GL_SRGB8_ALPHA8. But when I changed it to GL_RGBA8, the color became much brighter than it should be.Here is the result of default GL_SRGB8_ALPHA8 which is correct.But when I changed it into GL_RGBA8, the color is Reproduce step: Simply change the GL_SRGB8_ALPHA8 to GL_RGBA8 in XrCompositor_NativeActivity.c file.Please help me to figure it out. This is very important in my work. Some people think the RGB app should be brighter than sRGB, the result should be correct even they are different on the screen because Oculus is industry standards. But I insist that the RGB should be the same as sRGB on the screen. As a comparison, I replace the loader with Pico's loader. The RGB and SRGB apps are both like the result of GL_SRGB8_
So, one might assume that all Quest projects developed in Unity share 90% of interaction modes and features. I would assume this would mean Meta would have released a starter project that includes all of these.I've found "All In One SDK", but there's not any comparable "All In One Scene" to actually use it.There are old projects that have passthrough, which are incompatible with old projects which do hand tracking, which are incompatible with old projects that do physics hands, which are incompatible with old projects that do controller tracking.But there doesn't appear to be a project, asset or repo that does *functional, buildable quest project*It feels like too much of an oversight to be true. Surely I'm missing something here? I missed a download link somewhere? They don't really expect every developer to independently spend a week building identical starter projects do they?
Dear DevelopersI'm starting to develop a medical app on the Quest 2. However, I'm stuck at the the first hurdle with Android Studio. I am trying to configure "Android Studio" to develop Native C++ Apps for a Oculus Quest 2 Mobile platform.On the page Native Development - Get Started with the Platform SDK and under theConfigure Your Development Environment for Mobile DevelopmentThe documention states the following.The Oculus Platform SDK provides a loader that enables .so signature verification and graceful detection of the Oculus Runtime. To use the loader, add the SDK location to the manager ([InstallFolder]/Android/libs/armeabi-v7a/libovrplatformloader.so).I've downloaded the ovr_platfrm_sdk_40.0 and unzipped to a folder on my local drive.However, I have no idea how to use the SDK Manager to do the above. I've tried to change the SDK Location in the manager and it comes up with a warning that the selected folder (The one I downloaded) does not contain an SDK.I have ma
If I wanted to profile a native Unity plugin responsible for rendering operations via OpenGL on Quest2, is this supported with the Meta fork of RenderDoc?I have included the following OpenGL push/pop debug groups throughout my plugin.GLES31Ext.glPushDebugGroupKHR(GLES31Ext.GL_DEBUG_SOURCE_APPLICATION_KHR, 0, -1, "myMessage");When analyzing my capture with RenderDoc, I see my gl calls in the event browser, but I don't see the debug groups show up anywhere.I have ovrgpuprofiler enabled as well.Also, I don't see any values in the duration column of my event browser.
We have content available on the Meta Quest TV that we would like to showcase and promote via a Quest application, best case scenario would be through the PlatformSDK's deeplink mechanismIs that possible? Is there any documentation that could help us achieve this?Thanks
Hello everyone and especially the people who are in charge of the technical development of the Quest 3,We're developing a non-commercial application for visually impaired people. The goal is to obtain the image representation in the quest 3 as the real image of the visually impaired person. Through this application that person can show and and let his employer experience what his real visual limitations are. The app is almost done but there is one big hurdle we can't cross. We can't figure out how we can create a visual acuity filter for the quest 3, one that is adjustable to the degree of the person in question. We don't have access to camera software or have the possibility to do in post-processing. We desperately need some help and advice. This application has a noble purpose, your help will be a great help to thousands of visually impaired people around the word !!! Many thanks in advance, Bart.🙏
With Oculus Quest it is possible to achieve exact plane detection, automatically obtaining the angles of the physical object?
I want to use the Depth API to copy the depth image to a PNG file on Quest 3.https://developer.oculus.com/documentation/unity/unity-depthapi/#depth-apiI'm modifying the Depth API sample:https://github.com/oculus-samples/Unity-DepthAPII'm getting the RenderTexture from Util.GetEnvironmentDepthTextureId() and XRDisplaySubsystem.GetRenderTexture.RenderTexture. However, when I save the RenderTexture to a PNG image, the image is entirely gray. Each pixel color is CDCDCDCD. The image is 2000x2000.My problem is very similar to this reddit thread:https://www.reddit.com/r/oculusdev/comments/17lwzvz/q3_depth_api_accessing_depth_sensor_data_directly/I looked at the OpenXR Depth API Overview page and I noticed that it says:"Depth maps should only be accessed between the xrBeginFrame and xrEndFrame calls"https://developer.oculus.com/documentation/native/android/mobile-depth/#acquiring-depth-mapsThe Unity Depth API page says:"RenderTexture can then be used in rendering or in compute shaders."Is this
I don't have a massive house, but have found it rather annoying having to remap every time I use the Meta Quest 3 in a different room.Is it possible to either have multiple boundary's (as it often will recognise if you are in the same one) that you can label as such, or even be able to map your entire house with the room scan feature (including upstairs) in one go that you then can be free to move around? Would open up possibilities to mixed reality apps as well.
I am trying to do playtesting using release channels.It is working fine for most of my users, but some cannot install the game. When they go to their "preview apps" section of their account (which is nearly impossible to find), it shows nothing, even though they have accepted it.Some even see the ability to switch from LIVE to "Preview" in the release version, but once in their headset or app, still cannot install the game.Please advise. Or let me know where they can go to get support.
Hello, I'm developing a game for the Quest 2 as part of a small indie studio. We submitted our game to be reviewed for the oculus app store, and it's been stuck in review for over 7 months. I understand the average is 3 months, so what's going on? We have had no communication from Meta, no emails, no activity, and there's no way to contact them. We also can't resubmit our game for review, so there's literally nothing we can do.Is anyone else experiencing this issue? How are you dealing with it?It's been so long that we're about to release the game on Steam in early access. We wanted to release on Steam and the Quest at the same time as we have cross-platform multiplayer, but we can't release on the app store until Meta's review is complete. The game's optimised and ready to go for the Quest, it's just this review process that's stopping us, and it's about to kill the company. We're at a loss here, what do we do?
I'm part of a small indie studio and we submitted a game to be reviewed for app lab 7 months ago. Nothing has happened and the game is stuck in review. We've had no communication from Meta, and we fear that something has gone wrong during the review process and the game will be stuck in review forever. How do we contact Meta support as a developer? Is there an email, phone number, website, ANYTHING we can use to contact them? What are you supposed to do if you have issues during the submission process if there's no one to contact and you can't do anything while the game is being reviewed?
I'm wondering if the current Quest 3 offers any APIs that allow real-time retrieval of depth data.I'm interested in whether it can capture 3D data of scanned objects after a full rotation, or any other applications.Uncertain about its accuracy or whether it aligns with what I envision, but I'm eager to experiment and explore its capabilities. I haven't found relevant information in the Unity-DepthAPI.
Is it possible to start the Quest Pro eye tracking calibration flow (the one in Settings -> Movement -> Eye Tracking) in either of these ways?:Within an application (whether it is an OpenXR call, android intent, or Unity plugin)Through ADB (intent, executable; can use root permissions)If this is not possible, then I'd like to make this a feature request, as it would greatly improve our user experience 🙂
I treated myself to the Quest 3 at Christmas, my first VR machine, and it has blown me away. I'm 40 this year so seen practically everything in gaming, to me this is the biggest leap since the Snes to N64. The game that has impressed me the most is Lucky's Tale. It transports you into the 3d platform world, whilst still keeping video game controls at the heart, no gimmicks etc. Due to my admiration for this, especially the camera used on the game, I am wanting to delve back into creating games (I have done bits over the last 10 years), ultimately to make games for myself and son. In looking to recreate something like Luckys tale (again in terms of the camera, which follows you like a camera man is filming it, allowing you to just looking around with your head and take in the world) , what would be the best platform for me to use, Unreal or Unity?In terms of programming, I would be much more comfortable to use visual scripting like blueprints, but ultimately I
Not sure if this is the right place to ask but I am interested in developing a game where NFTs are used. I would not be selling NFTs in-game, it would be transferred into the game via other means. I couldn't find any documents on what was allowed/not allowed on the Quest 3 store, can someone point me in the right direction? Thanks in advance 🙂
I am working on a Unity project here using version 2022.3.17f1 running, all of the the Meta all-in-one SDK, and the Meta starter samples github were imported. Everything is working fine.I have the project all setup and passthrough works well. The issue is I am working with AI images and they have a green background around the object, the mono to 3D converter I am using makes them work great in passthrough and they have a full 3D effect, but I need a way to chrome key out the green background for passthrough.Example:Above is original ComfyUI generated AI image with background removal node (also I tried to have it remove background completely with transparent background and saved as a png, but that didn't work either and was black in Unity in passthrough mode)Above is a through the lense photo of the image after imported to Unity and it does a realtime mono to depth estimation. I slightly rotated the object to show the 3D. The background with the green color is still there but I ca
We have an app that has passthrough enabled at all times so you can walk around your location and add virtual items to the real world. However, the player is required to travel across far distances in real life while using the app.Is there a way for the app to turn of guardian mode while passthrough is on?
I'm currently trying to set up my game to connect to the OVR Platform using ovr_PlatformInitializeAndroid or ovr_PlatformInitializeAndroidAsynchronous, however, what I'm currently seeing is that the program comes to a standstill when making those calls and never reaches the next line of code.What I've tried:I had a colleague test my code with their account on their device in the UK and it seemed to work (I am in NZ).I tried on a Quest 2 and Quest Pro and neither has worked.I created a new account and had that granted developer role and that still didn't work.I hotspotted my Quest to my mobile phone to use it's internet connection, and that didn't work.Unfortunately, as there seems to be no debug version of the library, I have no idea what could be preventing it from even producing an error code. Given it happens in the async call too it seems unlikely it has anything to do with communication.Any help would be greatly appreciated.
After updating to the most recent imports, i.e. using the latest UPM off Unity Store, Unity Version 2021.3.33f1, I am encountering a strange bug. With a very basic scene (an OVRCameraRig and a plane at 0,0,0), we find that the ground in VR does not match the actual ground - when I put the controller on the ground, it does not match where the controller is in real life. It feels as though the ground in Unity is "higher" than where it should be. This is not restricted to the vertical axis, when I move the controller in front of me (e.g. by stretching out my arms), it does not seem to reach as far as it should in the VR scene. I asked someone else to test this, and they had the same result, i.e. the viewed motion in VR was less than the motion they felt in real life. I am using "Tracking Origin Type" = "Floor Level". The Oculus itself has the correct calibration; when I tested movement it outside of the Unity App, everything worked fine. Please advise on how I should try to
Hello all. I am quite new to developing for VR, and have been attempting to work through the tutorials Meta gives for Quest 2 development using Unity. I did the Playground Tutorials (https://developer.oculus.com/documentation/unity/unity-tutorial-basic-controller-input/) to set up hand tracking and using controllers, and want to move on to locomotion. I acquired the Locomotion sample, and have been trying to follow along with this: https://developer.oculus.com/documentation/unity/unity-isdk-create-locomotion-interactions/. I can get the sample compiled and running on my quest 2, however, I can not get the tutorial working on my project. I followed the parts for the tutorial to try to accomplish locomotion with my Right hand (I can move onto Left hand and controller locomotion once this aspect is working) - which involves adding LocomotionHandInteractorGroup to your hand, creating a Locomotion GameObject, and copying in some mesh files from the sample. As far as I can tel
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