Quest Development
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As title says i was wondering if 2nd gpu in my pc could be used to compress/decode the data that is sent to quest 2 via usb cable in order to save the main gpu for game performance?
Hello,My team and I are building training simulations for a local college to present to students. Yesterday, we had our first trial run of using the Oculus app, link cable, and Oculus quest 2 to present our "game"/project. The app only responded by saying provide internet and sat on a blank screen. My question: is there a way for the Oculus App to load without internet so we can use the link-cable screen casting without the use of internet? If so, has anyone come across a fix for this issue, as my team will travel to local schools to present our project in hopes for recruiting new students. The lack of the Oculus app loading restricts any further advancement to present this project effectively. I look forward and appreciate any and all assistance on this topic. Does the error saying "Provide Internet" only happen in one game/app or in multiple?The App on the laptop just spins as it tries to load the UI for the app but failed to do so unless I connected to my personal phone hotspot
Here's a simple idea, now that the default dashboard in the home environment is the small touch version, how about being able to use a controller (right joystick) to move the window closer or further away from yourself as well as being able to move it left and right by grabbing it..? Finding it a pain to have to put both controllers down then switch to hands mode to drag the window nearer..!! (Or am I missing something???)
So, I have used the Quest, Quest 2 and Quest Pro, and while the products had been mostly satisfactory, one of the most mind bugling issues I had was the relative unease of use of the USB-C connection mechanisms. While using the Oculus, many times I had to inadeptly move my position in a way to pull the cable, and in doing that I feel a sympathetic discomfort for my Oculus and the cable especially when it is forcibly pulled out with side friction, and as every time this occurs it decreases the life expectancy of the link-cable, the quest usb-c port and eventually the whole product use-cycle length. My quest began failing this way after a year or two, and it became very difficult for me to stably connect the usb-c cable so that pc tethering became unusable.So why not implement a magnetic-attached cable attachment solution, so that every time the cable is pulled beyond thresholds it simply disconnects and fall off without inducing any sharp feeling of cable pulling and goldfinger-friction
Is it possible to change the release channel you are on without unsubscribing from the channel?E.g. I'm a dev wanting to test the alpha version of the app and then switch back to production to help live users.
Hello! We use OVRPlugin for unity to extract scene data (walls and furniture). This worked recently, but it seems to have broken after the last update.Now the OVRPlugin.RetrieveSpaceQueryResults(requestId, out var results, out string strResult) method returns an empty array of results, even though the walls and furniture are already set.Can someone help me, please?OVRPlugin wrapperVersion = OVRP_1_87_0Unity 2021.3.28f1Oculus Version 57.0.0.261.669.517337457Oculus Runtime Version 57.0.0.261.669.517337474OS Version SQ3A.220605.009.A1
Working on a mixed reality experience at the moment and trying to get a color LUT on the OVR layer to edit the mood of the color passthrough on quest pro.I've made several different LUT's trying a range of different compression and build settings using meta's documentation.https://developer.oculus.com/documentation/unity/unity-passthrough-creating-color-luts/https://developer.oculus.com/documentation/unity/unity-passthrough-neutral-color-luts/Compression SettingsExtra DetailsUnity 2022.3.5f1Graphics - VulkanColor Gamut - sRGB Haven't been able to see the effect of the LUT come through on the color passthrough.Understand it's an experimental feature so maybe a little bit untested but curious if anyone has had success in making them work ?? Is there a simple step / setting I'm missing?
On my Quest 2, I open the Oculus Web Browser, navigate to a website from which I download a "csv" file. The browser seems to handle this fine, and if I later check via SideQuest browser, the download does indeed exist in /sdcard/Download.I now run my app a internal file browser (based on OxOD) but when I go to /sdcard/Download the directory is empty. I tried direct to list the directory contents programmatically but again got no content.Any suggestions on how to programmatically access a file that has been downloaded via the Quest Browser?
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I would like to create a shared coordinate frame between my headset and an external system. I want to avoid manually setting up transforms. Is it possible to export the spatial data itself? i.e. extract the point cloud from a shared spatial anchor and pass it to the other device to localize off of.
I'm seeing the Metrics HUD crashing the quest 2 device.I install the apk from the MQDH, it restarts the headset, and then I get stuck a the "objects detected in area" visual with no UI to continue past it.Looking at ADB, my logs are filled with this:"Warn VrRuntimeClient perfmgr: GetSystemPerformanceData(): unexpected version: 0 (vs. 3)" If I restart the headset, it gets stuck at the same place. If I uninstall the metrics hud, it eventually recovers and I can get to the home ui again.
Hi everyone,I am using Unity 2021.3.30f and just updating the SDK integration v56. I am currently using Meta Quest 1 for development but I can't find the Quest 1 in the target devices anymore.Does SDK integration stop support for quest 1? Should I downgrade the version or should it still be used normally, just not show up?
I hate to say it but releasing the Quest 3 for $500 with only 128gb of non-upgradable storage is going to make me take a pass. There is no reason in 2023 not to have a microsd port aside from a cash grab. Unlike the stupid cell phone excuse of not including an upgrade option in order to make the phone water proof, what excuse does Quest have? Now when I can buy 256gb of microsd storage for $20, selling me a 256gb version of the Quest 3 for $100 more is just a cash grab. It does NOT cost them $100 to put in 256gb of storage vs 128gb! This is pure profit and I think you are making a huge error. People are going to just keep buying the cheaper $299 Quest 2 and then the devs are going to see no reason to add Quest 3 features if the majority of the market owns a Quest 2. Most people don't care about twice the speed until you show them a AAA title that requires this. These same AAA titles are going to fill up the storage space very fast.So why is the Quest 2 $300 and the Quest 3 $500? What d
Hi all,How can I call the method ForceSelect/ForceRelease.
Hi,I am trying to find out if Quest 2 and/or Quest Pro support AOA (Android Open Accessory Protocol). There are a number of devices that I am working with that use this, but none of them work on the Quest line of products. In theory this would be very easy for Meta to support as it part of Android.
Hello,We develop an quest application use unity, but since September 11, there is no data in the "Carsh Data" page in the Analytics section of the Dashboard. Can someone help me, please? Thank you very much in advance for your helps.
I have a problem with the z-index of the fullscreen video control bar in Oculus Browser, blocking my interactions with elements 'behind' it.I am playing 360 videos in Oculus Browser in full screen and then selecting "360 video" from the dropdown menu in the video control bar, to see them in full wraparound view.What I'm actually doing is presenting a web page in 360, using the Fullscreen API - not just a video file. https://developer.mozilla.org/en-US/docs/Web/API/Fullscreen_APIWith the video filling the page, and some clickable hotspots overlaid on top of it.The problem is that the video control bar (with Play button, skip forwards/back and Normal/180/360 and 2D/3D options) is sitting halfway between the viewer and the video and blocking any interactions behind it. All clicks anywhere on the screen just pull up the video control bar wherever you click.What I need is for it to let me click the clickable elements behind the video control bar, but I can't.The video control bar basic
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My blade and sorcery nomad vid is 21 minutes long and i can’t upload it to YouTube it says download unsuccessful and i don’t know why if anyone can help please do so
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So we want to be able to open the apps store page from inside the app, to show all the possible DLC/addons available for purchase.Is there a way to do this? So far I've only found a Unity method that involves directly invoking the store via Android Intents, but that looks prone to breaking with store updates, or another method was using: ovr_Application_LaunchOtherApp But that seems to only work if you've not installed the app.Other platforms have this ability, it works on PS5, would be nice to keep feature parity.
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i just got a second hand quest 1. i factory reset it and added it to the app. i then downloaded hyper dash and tried to play it but i got a warning saying this app requires the latest oculus software version. please leave you headset on, connected to wifi and plugged into a power source. your headset will restart when the update is complete. I have done this but it doesn't seem to do anything.please help.
Hello,This script woks just fine. I have it in another project. I was using it in my current project and it too was working just great, but today, suddenly when I collide with the GameObject that has the script on it instead of launching the app (Real Fishing VR) I am sent to the Meta homeroom. Almost like my app just crashed (the one I'm working on, not the Fishing app). Could I have accidentally made a simple change to anything essential? idk. Seriously I'm dumbfounded. All my settings are the same and of course the Oculus SDK is installed. It was working just fine for the past week. This is a new project and all I really did was create a few UI's, basic menus with dropdown's. Idk, I'm not sure that more information is necessary here. It's a simple room, a few assets, 1 grabbable item with a respawn script. A basic UI with Play/Pause/Stop buttons for audio, and a Scene selector (script) on a menu. Again I'm dumb founded as it was working just fine and I made no changes to any project
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