Quest Development
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Hello readers!.i am working on a medical project that uses VR for rehabilitation of people with certain kinds of traumas, physical and emotional (cant reveal more info about it).I would like to know if there is a way to pair an Arduino or Raspberry with a Bluetooth module, so when i hit an object or do something in VR, the raspberry or arduino can read a 1,2,3,4 or a couple of chars.My guess is 1) Pair the oculus quest android to the arduino (can this be done?, or is it only for gamepads)2) Use a wifi server and send messages over HTTP or OSC.3) connecting directly to USB if possible, a long usb cable wouldn't bother that much.To me, bluetooth would be the best one because it wouldnt require to use an external wifi , router, and extra program.Any ideas? someone tried this already?.Im working with Unity and Oculus SDK, but this is a platform agnostic solution, and there are many people already asking about this.Also, can the arduino be seen as a "gamepad" somehow? so i send and rec
Hi,I am working on a project that connects BLE Gatt devices ( heart rate, FTMS, Power, speed, cadence profiles... ) to Oculus Quest headsets .I've been using the alpha and release channels to regularly upload and distribute the app with a test user group.I got this error message the last time that I uploaded a build : " DO not use location permissions to scan for nearby Bluetooth devices. Update your app to use the COmpanionDeviceManager API to make and manage connections...." I need help using the CompanionDeviceManager API on Oculus Quest. I've been trying A LOT of things and permissions, but I can't make it work on Quest. The device scan seems to silently fail.I made it work seamlessly on my Android phone ( the COmpanionDeviceManager API BLE device scan & bonding ), but it doesn't work on Oculus Quest. Also : there are these 2 valid permissions in the Quest VRC checks, BLUETOTH_SCAN and BLUETOOTH_CONNECT . The problem is tha
I'm running a simple test in Unity, playing frames of a 2D texture array over time with a shader. The frames play correctly in Unity editor, and with Oculus Link on device. But when I sideload an apk of the test on device, the fames do not play. I'm wondering if anyone else has experienced this, or does Quest2 not support 2DTextureArray format?
So. I want to take a 20x20 room and turn it into a world or room in VR or MR. And Would like to test on my Meta Quest 3.I am looking for the simplest solution to get started where I can use 3d Assets, and materials to build out VR rooms.I want to turn simple object (e.g: table) in the 20x20 room into a different table or structure.In the future, I would like to make objects that can be interacted with in the VR world (e.g: Clipboard, etc)How can I get started. What should I focus on? Any sources for a newbie?I am current a web programmer so I know the foundations and fundamentals about coding. I am also a designer and I know some about design and 3d programs (sketchup, etc).
Hey team. For unknown reasons all objects on scene (even static ground) are moving down. files.fm/f/xsuh4sm2pqOculus Quest 2, latest updates, OVRPlayerController are from DebugUI (btw debudUI sample is never moving)Unity 2022.3.10f1Any ideas why??
Hi there, was hoping to do a quick prototype of a sword (right hand, controller tracked) and spell (left hand, hand tracked) game, but have found out the multimodal/concurrent feature is only for the Quest Pro.Are there any plans to bring this to the Quest 3 controllers in the next few months? If not ill scrap the idea for now, thanks 🙂
Hi!I'm an indie developer. Recently, tried to get the admin verification to launch my app on AppLab.The verification flow itself felt very broken. First, I tried to do this on my laptop, but when you need to take a photo of your ID, Meta asks you to rotate your phone. So, I tried to do this on my phone. Unfortunately, on my iPhone 14 Pro Max, Meta heavily blurred all my photos. I tried another phone (iPhone X), and it worked. All photos of my ID I took from iPhone X looked well (however, Meta compresses the quality and uses automatic detection to crop the taken photo, which in most cases was done wrong). But each time I sent them the ID photo, I got rejected because they couldn't read information from the photo, which was nonsense because any human being would have read it without any problem since all requirements for the phone were satisfied. At certain point, I thought maybe they couldn't recognise a type of document I sent. So I tried different documents — passport, driver's licenc
Expected = Squeeze the right hand trigger to create and release a ball. Notice that the ball bounces against your defined surfaces.Problem - I've completed my room setup on a Quest Pro and followed instruction for the Bouncing Ball Scene Sample (linked below), and it looks visually correct, however the balls fall through my floor and scene recognized objects when I expect them to stop the balls from falling by creating 2d planes and 3D volumes which the ball would collide with. Can anyone help me understand where I'm off (bouncing them) please? Thank you!Solution - When using Scene in your project it's required to enable its capability in the project config. Ref: https://developer.oculus.com/documentation/unity/unity-scene-bouncing-ball-sample/
Not using incognito, not using VPN, not outside the US, even have adblock off. It just won't send the code. I have it set up with an (FAR MORE SECURE THAN SMS!!!!) authenticator, but apparently that doesn't count for dev account verification.
We are hoping to continue support for Quest 1 users while keeping that version of our app at sdk version 50. I've been looking around a while now for the best practice approach on how to potentially use release channels or something along these lines that isn't hacky and would continue to support these users with updates. One approach would be release channels, and ask Quest 1 users to manually switch release channels. Another solution would be to deliver builds to our release channel with different manifests, one that has <meta-data android:name="com.oculus.supportedDevices" android:value="quest2|cambria"/>and our latest sdk while another only contains <meta-data android:name="com.oculus.supportedDevices" android:value="quest"/>and the older sdk. This would require some hacky versioning but seems like it could be more elegant for the user. Is there any solution that is being officially supported by Oculus in regards to allowing us wa
Hello, I have encountered a bizarre, seemingly android level bug while developing a social application in Unity. A user's microphone will be working normally and then during load sequences, there is a small chance that it will stop working. We have dealt many times with the microphone being stopped for some reason, and normally it is just a matter of making sure UnityEngine.Microphone is recording and Photon voice is connected. HOWEVER, this is different. All measurable stats in Unity read that the microphone is connected and running, except for the fact that it is receiving no sound. The wild part is that the problem stays with the user after leaving the app!Making an oculus screen record video does not capture the audio from the mic. We launched multiple other apps and non of them were able to properly use the microphone. The mic on the headset was essentially useless until a system reboot. This sounds like a hardware issue but it is not, we have had it happen to sever
Hello, I have a development issue, cant disable audio permissions on unity. None of the tutorials for that helped. Is there an easy solution?
I am getting this: GraphQL server responded with error 1675030Error code: 675030Trace ID DzPivAnC0pgDid anyone experience something similar? This only happens with certain code words I am trying to use, others work but we need a specific one since we have used said word for all marketing materials already.
Hello, I'm trying to access linear and angular acceleration of Meta Quest 2 controllers. Here's the code I'm using: OVRInput.GetLocalControllerAcceleration(OVRInput.Controller.RTouch); It always returns vector with all components set to 0 for both controllers.The velocity/position works well.I'm using Oculus Integration package v47.0 and Unity 2021.3.17f1.
The app store is asking to justify some permission my app ask as shown in the first picture but the manifest but the manifest we are uploading doesn't ask for storage permissions. Is there a way some config are overrriding the manifest?
Hi all. I have successfully uploaded the app to Alpha channel and passed all the test. But it will crash or only show black screen if load via store. However, there wont't be any problems if I install the same build via Developer Hub. Developed using Unreal Engine 5.1Any help would be hugely appreciated!
We have project for Oculus VR headsets which connects to external BLE devices, receive sensor data and represent it in VR. Recently Bluetooth and Location permissions were prohibited on Oculus so our functionality with BLE devices was broken and doesn't work on v59. Even if Location permission is enabled in app settings in logs it says that this permission is disabled.Documentation says we should use CompanionDeviceManager API for that purpose as alternative solution. The problem is that CompanionDeviceManager also doesn't work on v59. It shows system dialog with ProgressBar but after waiting for a short time it closes without finding Bluetooth devices. In the logs can be found a message from com.android.companiondevicemanager with a text "No adapter attached, skipping layout". It looks like internal bug with RecyclerView implementation on Oculus side.The same code works perfectly on Google Pixel 7 with Android 14 but on Oculus our project doesn't work for both approaches – B
Hey,no matter what I do, the Quest 3 Hand Tracking only works when using Quick Launch (which takes a long time, not suitable for rapid development), not via VR Preview / Oculus Link.I'm on Windows 11 using Unreal Engine 5.2.1.Anyone know how to fix this?Thank you
I try to test the multiplayer colocated space and shared spatial anchor with my Quest3 and my Quest2 as second profil/player but it appears complex to understand the good way for a developer to configure a second or different profile/account.- There is a special procedure for dev to configure the Quest2 to be seen as another account/profile/player?Thanks
Is there a way to take the raw sensor data of meta quest 2 such as the rotation that the sensor returns, or that of the controllers? I use OVRCamerarig but i'm not sure that are the raw sensor data
Hello Oculus Quest Community,I'm encountering a challenge launching my self-developed Unreal Engine project from an Android app. I've tried the following two approaches, but neither seems to work on the Quest:Using Intent.ACTION_MAIN with intent.setClassName:kotlinval intent = Intent(Intent.ACTION_MAIN) intent.setClassName(packageName, "com.epicgames.unreal.GameActivity") intent.addFlags(Intent.FLAG_ACTIVITY_NEW_TASK)Using getLaunchIntentForPackage:kotlinval intent = packageManager.getLaunchIntentForPackage("com.meta.MovementSample") if (intent != null) { startActivity(intent) }These methods work correctly on other Android systems and Pico VR devices but fail on the Quest. Implementing a reliable launch mechanism from our VOD system to manage our in-house VR game on Quest devices is crucial for us. This issue is affecting our decision to purchase Quest units for our VR experience centers in large quantities. I'm seeking insights or solutions for why these methods might not work on the
Hi!I have a problem. 6 or 7 months ago (I can't remember it clearly) I added an organization and tested it. I could use developer setting so I installed an app with side quest.but after this time, I signed to my account again to install our first app, but found lost my developer access. I tried to use 2FA (via text service and Google Authenticator app) again, text service not working, also I had my first setting on GA app, however did it again.now I need this access to test our attempts, to install this app. I requested a friend also to send an invitation and I accepted it to join his organization as a developer but we couldn't fix it. I'm a nurse that our team is working on an app with medical field (simple games for autism children) so I hope you help me, we spent a lot of time, money and etc..., to get this experience so we hope that can help humanity.
I'm developing a mixed reality game where you can grab floating objects and they give you information when you grab them with your hands, and the info goes away when you release them. I know how to make them grabbable, i've been able to make them interactable, but i'm not sure how to trigger an event when an object is grabbed! I've looked everywhere, any help would be greatly appreciated.
I have an app that is using a shadergraph from Cesium. On quest 2 and Quest Pro it builds fine on singlepass/multiview, but on Quest 3 something breaks unless it is built with Multiview. It ends up showing weird green bars that obscure the objects in the scene. This is mixed reality, so the green bars actually just are a tinted passthrough. Oddly it only does it on built apps to the headset, so it is difficult to pinpoint what element exactly is causing the issue. Anyone else have any problems like this only on the Quest 3? I am not sure if it is a shader issue, or if it is a bug in the Quest 3.
My Q2 headset display went totally black two days ago. At first, I could still hear the sounds of the UI (proximity, power) and I could see on my iPhone that it was still connecting to wifi and the Oculus app, as well as to my mac through a link cable and adb in the terminal. Developer mode was on and all. I tried resetting but the dispay wouldn't turn on (I couldn't confirm anything as the UI was invisible). I tried holding the power button for 30 secs. That didn't work.I tried to awake the poor thing in all manners prescribed officially or not. I can see the power led in a low (red) charging (orange) , full (green) or idle state (white) when letting the headset unplugged for hours and then recharging. I hear the fan going inside non-stop.I have contacted Oculus support. The process is extremely slow. Days. Many.This is unacceptable. My first contact with support was 48 hours ago. I have three different ticket numbers for that one problem.Chat and email are the only options.Oculu
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