Quest Development
Recently active
Hello,I tried to build a demo(including very very small size of cloth simulation) and played in oculus quest2(stand alone),but cloth simulation did not work, actually it showed just a mesh without any cloth simulation.However, Played Correctly in Unreal Editor's VR Mode.So I was wondering if I did wrong with the unreal engine setting for oculus quest,Are there some specific unreal settings that I should do for using cloth simulation? How shoud I do for it?Thanks for advices, have a nice day 🙂
Hi fellow developers,I am in a time crunch trying to wrap up a project which runs just fine on Meta Quest Pro, but the same APK crashes after 3 seconds of black screen on Meta Quest 3. I tried to build a basic VR template as well to see if that works, but it crashes as well, so that makes me believe that the issue is not in my project itself, but in the build settings (Android etc.)I am assuming the issue is in the android SDK/NDK versions but I have no clue whatsoever what versions to choose... Please let me know if anyone managed to successfully build on UE 5.1 + Meta Quest 3 or any other tips. I urgently need to solve this. Any tips are very appreciated!!!
Hi, my colleague and I are developing on Windows PC/laptop for Quest 2, using OpenGL. I have an NVIDIA Quadro P5200, and can successfully run the OculusRoomTiny_GL executable from my laptop and display on the Quest 2 via the PC Link cable (hooray!) However, my colleague, running with Quadro T2000 graphics, is getting an "Incompatible system hardware" error. I've checked the Quest hardware compatibility page, and the number of mentioned NVIDIA cards are quite small (and no mention of Quadro at all). Does that mean that some Quadro cards are compatible, but others are not? Thanks much.
Dear @MetaQuestSupport,WiFi performance is really bad since Meta Quest OS Version V57. Please check out this video, where I'm comparing the wifi performance (packet loss) of 3 devices simultaneously (please watch on desktop):https://youtu.be/XIsMOeJHwiU1) The first device is a Meta Quest 2 with OS Version V56.0.0.171.656.505989878. It doesn't drop a single wifi packet over the entire duration of the test.2) The second device is a Meta Quest 2 with OS Version V57.0.0.236.669.513665197. It shows significant packet drops especially as soon as you start moving around.3) The third device is a Meta Quest 3 with OS Version V59.0.0.162.706.533208878. Really high packet loss even at perfect conditions (standing still). All 3 devices run the exact same game/app. This clearly demonstrates that since OS Version V57, there seems to be a wifi related firmware bug which wasn't present in V56. I've tested different wifi routers and brands, but the problem is consistent with all of them
Does anyone have documentation on correct versions to use when deploying from Unreal Engine 5.2 Oculus branch to Meta Quest 3 for the Android SDK, Android NDK, Android Build-Tools, Android Command-Line tools and cmake?What about Unreal-specific settings? Anything I should know there too?Any help is appreciated, thanks in advance.
Thank you ahead to whoever is reading this and offering helpI have been trying to follow the documentation of Oculus Integration and imply Oculus Integration onto my app for Oculus For Business made with Unity 2020LTS.I've been following the documentation guidance step by step and just add a cube and drag the OVRCameraRig prefab into the scene. Also, I have followed the guidance in the Oculus setup screen indication and finished setup like adding OculusXR plugin and setup minimum API level to 29 (Android 10). That's just all what I have done, basically following this page in the official documentation: https://developer.oculus.com/documentation/unity/unity-tutorial-hello-vr/ But when I build and run the app on my Oculus For Business device. All I can see is 3 dots with a black screen. After several secons the 3 dots are gone and there's just a black screen. If there's any guidance on what went wrong and how to solve this problem. Or better, if anyon
My team is performing a study utilizing the Quest Pro eye tracking feature. Many of our participants are new to VR and we don't want to make them traverse through many menus outside of our experience. Is there a way we can start the eye tracking calibration pop-up prior to starting our demo? It is trivial for us to load our game via an ADB call. Is there a similar method for calling the eye tracking calibrator?Can we otherwise call the eye tracking calibrator via an in-game API call?Are there any options at all to solve this problem aside from manually guiding each of our participants through to start the calibration themselves?
I'm working on an app where users will be able to fill a cart with real, physical items. I'm trying to figure out how to perform checkout, it would be great if there was a one-click solution. Is there a way to use the built in quest checkout for physical items? It looks like it's geared towards digital, in-app purchases. What are my options here for allowing users to pay/checkout? The best I could find was to use paypal, although I'd really prefer an option where the user didn't have to type in login info.
Hi,We are using the Quest 2 microphones to detect tone. However the recordings are not consistent with reality :If someone speaks quietly, the mic seems to natively push the audio to make it clearer.On the contrary, if the person speaks loudly, the audio will be tuned down.We end up with very similar audios from people speaking in completely different tones. It seems like the function of enhancing the captured audio is native to the microphone's audio source?Is there any way to disable this audio filtering? Or to capture the original audio without any tunings?We are working with Unity and so far this problem is messing up our VR App.. I've been looking around for a year now but can't find any solution.Thank you very much for your help.
I've never had an issue before the most recent Quest updates.Uploading new build .apk with .obb file sizes over 4.4gb total.When I try to get passed the first scene, the game's next scene will not load. This has never been an issue before and no lines of code have been changed.I was able to catch one of my fresh installs not properly installing. After I exited the game, the update button suddenly appeared even though it had already fully downloaded and installed the proper version number.This issue was confirmed by several players.I don't know what to do here. None of my new builds are allowing me to go passed the Main Menu even though it works flawlessly on PCVR. I suspect it has something to do with the .obb file not properly installing.I am in desparate need of help.
Waneex Is A Website And Mobile App Development Company. If You Need Any Type Of Android App Mobile App Or Website Than You Can Contact With Waneex.Click Here To Visit Waneex Official Website Waneex Website FacilitiesUniques DesignSpeed OptimizedBug FixingResponsiveSEO FriendlyAdsense ApprovalQuality ContentSecureSuper Accessibility Waneex Mobile App FacilitiesUser FriendlyLight WeightSource CodeBug FixingComplete ASOAd Network IntegrationSplash ScreenApp SubmissionBackend Admin Panel WHY PEOPLE CHOOSE WANEEXBefore Getting A Website Or Mobile App Made From Any Agency, You Must Know How Much Benefit That Agency Can Give You And Your Website Or Mobile App. Let's Know What Benefits You Will Get If You Make A Website Or Mobile App From Us.
Hi All,I'm writing a standard app for Meta Quest2 with android studio, but when I run the app on meta quest, this running correctly but it's showed like a smartphone format. How I can change the layout of my app to resize automatically to all the space?Thanks.Pierre
Anyone else playing with this?https://github.com/oculus-samples/Unreal-SharedSpaces
In regards to this feature:https://developer.oculus.com/resources/try-before-you-buy/I'm curious about a few things:Can we tell from inside the game whether a user is in a trial period or has purchased the full game? We're developing in Unreal.What happens to the player when the timer expires? Are they immediately kicked out of the game, or do we have the ability to gracefully handle it? For example, if they're in a multiplayer game session, can we let them finish it before kicking them out?
We've noticed bad reviews coming in because Quest 3 users aren't auto calibrated in our game, which uses a seated position. It works just fine on a Quest 1 and 2.Has anything changed on the Quest 3 regarding calibration that we're not aware of?Any help would be appreciated. We can't get our hands on a Quest 3 to test against unfortunately.Thank you!
Good day, I have an issue regarding the "VRC.Quest.Functional.2", aka, Single player apps must pause when the user removes the headset or opens Universal Menu. Question #1: Does this apply to a single player "mode" in an otherwise always multiplayer app? Question #2: If it is: our team is unable to implement this due to us requiring the "runInBackround" flag, and thus not recieving the required callbacks. How can we request a waiver for this requirement? PS: I have searched for a technical private support ticket option but have failed so far. Where can I find this?
Currently when you uninstall or delete a game it still shows up on your library with “install” on it.can you please do an update that when you uninstall a game or app it removes it from the headset and does not show it in the library
I would like to start a MR freeroam project using the new Spatial Anchors, but I'm still wondering how best to proceed.As far as I understand it, Spatial Anchors make a lot of sense to pin individual game objects to the most accurate realworld position possible, but what is the best way to go about it if you want to overlay a large, contiguous scene with the anchors without drifting with the real world.Imagine the scene is 20m by 20m and I want to recreate the entire real environment and use it as MR space. Each area should overlap with the real world as accurately as possible and without drift. Is there a typical workflow how to do this best with the anchors or would I have to build a system of several anchors myself, which correct the scene whenever there is drift?If so, what would be the best way to set this up?
Hello everyone,Has anyone tried using the https://www.hyperate.io/api? I'm curious to know if the HypeRate API and SDK are compatible with the Oculus Quest 2 SDK, or if there are potential issues that one might encounter. Alternatively, does anyone have a better solution for tracking a user's heart rate from a smartwatch and displaying it in a VR application created with Unity for the Oculus Quest 2?
First: The main game/app library page should only show the games/apps based on the filer option you have set rather than every single game/app [including uninstalled apps] no matter what you select to filter it by.Second: If you're going to force us to go into the search sub-menu to filter by say installed games/apps, then at least let us choose to display them in the same format as the current default game/app library screen, where you actually see all the games/apps in a larger view with four or whatever per line.Third: Why not actually let us also move games/apps around the menu to organise it as we choose. You sort of make it appear like we can by allowing us to grab them out of the menu, but then we can't really do much with that.Forth: Let us properly delete games/apps, including some of the ones you just assume we all want permanently installed on our device and wasting precious storage space. Other than probably only the Store and Settings apps, which are basically essential, w
Now that the passthrough API is available I was hoping I could use it to scan a QR code or AR tag,however, the camera layer is not available to us as developers, which I can understand but this limits so much on the AR front. Why wouldn't there be an option that asks this app can see your environment do you want to continue?Rather than have it blocked by default. To get to the point, what would be another way to track an external object? for example, I have a box in my real-world environment and would like to be able to track its position in-game. Are Bluetooth trackers an option?Any ideas are welcome, the main goal is to translate a real-world object to an in-game position. Greetings, Smoothy101
I want to create files which the user can see when they open the native Files app. Is this possible in Unity?
Hey, had my quest 2 for about 2 years now and i drop it around early April 2023 and i think that when i drop it, it move the battery from its spot in the vr. Can you help me
Just an idea where you can passively display your headset’s power in the corner of your screen.
Having a lot of trouble getting alpha blending (alpha or additive) working with URP. The built-in Unlit shader actually works and blends fine. But I'm working with some simple Shader Graph shaders downloaded from the asset store that aren't doing anything fancy, have Surface set to Transparent, and Blend to either Additive or Alpha. They don't blend with the passthrough underlay at all, rendering as ugly black backgrounds instead. It's almost as if they are not rendering out their alpha values for subsequent compositing but I don't see why. Has anyone found a fix? Are there some special considerations to take into account when using the passthrough layer? Note that when I re-enable the skybox, the objects blend just fine over it.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.