Quest Development
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My code runs on Quest 2 (Android 12.0 and OS version 56) and subscribes to the Gatt Cadence characteristic of a cadence sensor. The Cadence notifications typically arrive once per second. However some notifications can take up to 5 seconds to arrive. In that case all 5 notifications arrive at once. This makes it impractical to control a biped character using an exercise bike on the Quest 2.To verify that this is not a problem with my app, I've installed Nordic Semiconductors nRF Connect app on the Quest 2. It exhibits the same behavior as my app. Notifications often come in groups.However when the nRF Connect app is installed on IOS (my IPhone 13). All cadence notifications come in separately, about one second apart.The OVRMetrics tool shows CPU Utilization at only 25%, so the Bluetooth Stack should not have a problem keeping up with notifications that come in one second apart.I tried submitting this as a bug report but it seems there is no way to submit technical b
Hey all - sorry for pasting in a tweet but I don’t have the video on my phone! This is the issue I am having: https://twitter.com/roydmagnuson/status/1506010679668576261?s=21 As you can see the material is rendering behind the UI element when passthrough is active. The UI is using mobile/particle/additive and the swirly thing is using a Tilt Brush shader. This project is using MRTK and, what is weird is that I have another project setup using XR Interaction and Oculus passthrough and this doesn’t happen - it just renders fine in passthrough. I spent a good chunk of the day learning about render queues and have tried everything I can think of/seen. Just can’t seem to figure it out, and I can’t shake the feeling that it isn’t that complicated to fix. Any help would be greatly appreciated!
Hello I was trying to build an web app using OVR Lipsync in Unity, it works perfectly when used in unity but it doesn't seem to work for WebGL build. I get this type of error - "output 2.framework.js:10 DllNotFoundException: Unable to load DLL 'OVRLipSync'. Tried the load the following dynamic libraries:" Can someone guide me on how to add this functionality to compile this plugin for WebGL. Thanks.
My Unity app uses a BLE cadence sensor to control the player movement. It works well except that the Quest 2 will randomly disconnect from the cadence sensor. It happens one or more times within a half hour period.The problem is not with the sensor because:1. The sensor is only a few feet away.2. I have an IOS app that has never disconnected from the cadence sensor.3. I've tested three cadence sensors from different manufacturers and the results are the same.My code does not initiate the disconnect. It comes from the Quest 2.When it disconnects, the BluetoothGattCallback state is STATE_DISCONNECTED, and the status is GATT_SUCCESS. This wouldn't be a problem if it could reconnect immediately, but it takes about 13 seconds to reconnect and re-subscribe to the cadence characteristic. Is this random disconnection normal? Is there anything I can do to prevent this, or at least to minimize reconnect time?For reference, my Quest 2 is running version 53. The vers
When I type deadzone or go to devices - controller the settings for joystick or the calibrations for deadzone is gone , can anyone check if theirs is gone too ?
Ok I need some help please. So I got my game ready for applab and sidequest everything worked fine it got submitted not problem. But I then go to fix some bugs in the unity editor and now my game wont display the game to my headset. I get like a flash of black as if its going to the game but then it just cuts back to the Rift home menu. Idk how to fix it and I really need it fixed so I can do bugs and testing. Any ideas on what the problem is? I'm on unity version 2022.2.16f1, Oculus XR Plugin 3.3.0, MockHMD XR Plugin 1.3.1-preview1, OpenXR Plugin 1.7.0, XR Core Utilities 2.2.0, XR Legacy Input Helpers 2.1.10, XR Interaction Toolkit 2.3.2, XR Plugin Management 4.4.0, and Oculus Integration 56.0. I know that before hand my hand's weren't tracking and I updated or fixed something on unity oculus project set up tool thinking it would fix it but then it wouldn't display to my headset. I tried to reverse it but I dosn't work. Please help as this is making
Hello everybody, I would like to program my oculus for an exhibition. I did a VR 360 video that I wanna show to my audience trough an oculus meta quest 2. The best way to do it for me is when people put the headset on the video start and when they remove it the video stop and wait to start again with some else. No need to use any controller or to get into any menu or whatever. Anyone to help me with that? Thanks you so much
Automatic app updates are a PITA, especially for people who have a lot of apps and games installed, and not a lot of bandwidth.We don't want GBs of data being transferred on games that we don't play that much anymore. Like, an app might update itself 5-6 times even though we haven't played it in this time, when we could just update it manually before we play.I mean, if I have 50 games, at 2GB each, and they all update 6 times while I'm playing different games, that's 600GB of bandwidth wasted.Please bring back manual updates, or at least give us the option to choose between auto and manual.Or at least give us an option to turn off automatic updates for individual apps and games..
We have been using Unity 2022.3 LTS version and recently updated our Oculus Unity Integration asset to v55 SDK and found that button inputs of Quest2 controllers(through Link cable) are not getting detected in the Editor. In the build they are working fine.In Editor, all the hovering events are also working but the button press actions are not getting triggered.Have been using the XRPluginManagement, XR Interactions Toolkit and selected the OpenXR loader in Windows Tab and Oculus loader in Android Tab.In commit prior to updating to v55 Oculus SDK, in editor also button press actions are getting triggered. But after updating it to v55 SDK, they stopped to work in editor. Am I missing any?
I need a good app developer to help with a app
Hi everyone - I am trying to use the Oculus leaderboards API in my app 'Dungeon of Nekros'. I am using Unity 2019.4.28f1 and the Oculus XR Plugin v1.5.1. The call to entitlement check keeps failing when in Unity and also when in the standalone app. The Oculus Platform Settings is not letting me enter my credentials for some reason - not sure if it's because I'm in an older version of Unity and it's only compatible with a new version. Please advise on potential solutions. Thanks! Jim ** I am using the following code - using Oculus.Platform; ... void Awake() { Core.LogMessages = true; Core.Initialize(myAppID); if (Core.IsInitialized() == true) { checkEntitlement(); }} void checkEntitlement() { Entitlements.IsUserEntitledToApplication().OnComplete( (Message msg) => {if (msg.IsError) { // User is NOT entitled. Debug.Log("LeaderboardManager -> Error: User not entitled -> " + msg.GetError().Message);}else { // User IS entitled Debug.Log("LeaderboardManager -> Success: U
It seems that Quest 2 software v56 has a conflict with single pass rendering. I had to revert back to multi-pass to make my app work again. However, we give up performance in doing so. Single Pass was working fine with version 55. Any suggestions on what could be done to have it single pass compatible with v56?
Unity 2022.3.3.Android build installed on deviceAt the beginning of the app while I still haven't touched controllers, the method returns None. Whatever controller I take in my hand this method returns Touch, and there is condition in OVRInput script that explains if both controllers are connected and one is active it will set activity to Touch (kinda stupid but ok).Now, the interesting part. Taking out the batteries of both controller and being notified by Oculus that they are disconnected, this method is still returning Touch.The initial idea is to hide inactive controller that, for example, lays on my table while I have another one in my hand. The controllers rendering on scene come from Microsoft.MixedReality.Toolkit.XRSDK.Oculus.Input namespace, OculusXRSDKTouchController.cs script. There is nothing in my unity scene to create a reference and set activity to true/false.If there is someone who had experience with any of this, all help is appreaciated.
I have an AppLab release currently in Production with some DLCs attached to it (all marked as Free) and they can be downloaded within the App itself. I have just added two more DLCs with min-version-code set the my current Production release. The addins were released in the Platform Services -> Add-ons page and assets were uploaded using the ovr-platform-tools.When I go to the build page (that is on AppLab Prod) the newly added Addons are listed but I can not edit their price or the Required option. When the price is not set, it is impossible to download the addin programmatically within our App. The "Edit" button is simply grayed out. How can I simply add new DLCs to an existing Production release?
My app was working fine until I updated to the latest Quest 2 headset software. I have the same issue with 3 other headsets after I updated to the latest software. When I attempt to launch the app I developed, it goes black and then bounces me back to oculus lobby or it asks to reset the boundary. I have four headsets and they all have the same issue after updating. My app was working fine and only stopped working after the headset software update.I've done the following to no avail1) Factory reset on one headset (i have issue with the 4 headsets I've updated). That hasn't resolved it. 2) I've tried at my home and at a co-working location 3) I've uninstalled and reinstalled my app. 4) I've signed off of wifi and signed back in.Another developer I contacted also has the same issue. Does anyone come across this and was able to resolve?
Since we upgraded our build to Android 32 our attempts to switch from one app to another fail. We are using the same code and settings as we did in 29. Existing apps built against 29 still work and can launch API 32 apps, but our API 32 apps just do nothing. There doesn't seem to be any errors or information in the ADB logcat logs.Anyone got app-to-app launching in 32? Did you have to change/fix anything? DR
Hello everyone, excuse me. I would like to ask since the target SDK requirements for publishing applications have changed to a minimum of 32, but both my Oculus Quest 2 and Oculus Quest pro must be installed in the APK of target SDK 30. Oculus Quest cannot be installed when the target SDK is 32. Has anyone encountered the same problem? The environment I developed is version 4.26.2 of Unreal Engine4 In addition, I would like to ask if there is a way to contact Meta's customer service? It doesn't matter whether it is a mailbox or a phone!
I have been running into this problem for every app I have tried to submit:"The app runs noticeably lower than 60 frames per second on supported devices."Is there any way in Unity3D to prevent this? Or does anybody know any way that has worked for them? This is the only thing that has held back my apps from getting approved.
Hello,I have the issue that when I invite external people to my Meta Quest 2 App through the Alpha, Beta or RC Channel, they can not access the build.They always receive the invite and can accept it, and the app will be shown in their Preview App. However, they can not install it through their App Library, and they can not access the Meta Store page of my app (it is saying "Whooops... Something went wrong".Throwing them out of the User list for the Release Channel and reinviting them usually solves the issue, but it is a blocker and a nuisance to people and some of them may not be able to look at my build, so I really need this fixed. Any ideas / workarounds that don't require resending the invite?Thank you!
Hi guys,I note there was a new "Oculus Integration" release (v56) on the Unity Asset Store. However there was no equivalent release of the "Oculus XR Plugin". That plugin is still at v4.0.0 from May 2023. The release notes say "updated Oculus plugins to v51" so it's already several versions behind.Will "Oculus XR Plugin" ever be updated? Should I switch to "Oculus Integration"? What is the recommended way to develop for Quest using Unity?Regards,Richard.
Hello everyone!TLDR: I am not a programmer! I am hoping to chat with someone about creating a tracked "keyboard" and ask how difficult it is to do.I am a Lighting Designer. One way I wish to use VR is to pre-vis my shows. The workflow I am imagining is using Immersed or other similar programs to have huge screens showing my virtual environment while I listen to music and program my lighting shows. The issue is I can't see my lighting console in VR/AR space. Since I can see my tracked keyboard, I was thinking it should be possible to track the lighting console too. So, anyone know how to do that or how hard it is? Thanks!Bobby
Link to documentationhttps://developer.oculus.com/documentation/web/web-tasks/Source codeIntent intent = new Intent("com.oculus.vrshell.intent.action.LAUNCH"); intent.setPackage("com.oculus.vrshell"); intent.putExtra("uri", "ovrweb://webtask?uri=" + Uri.encode(url)); intent.putExtra("intent_data", Uri.parse("systemux://browser")); mContext.sendBroadcast(intent);DescriptionUp until recently, my app would successfully use a web task to authenticate users. However now I am unable to open a web task using the same build and apk. I have made no change to my app, so a working feature appears to have broken due to an update with the quest. This occurs on at least both the Meta Quest Pro and Meta Quest 2.Expected Behavior:Quest browser window opens from the web task and I redirect back with oauth credentialsActual Behavior:No Browser window opens.Attempted Solutions:I've tried restarting the Oculus Quest, re-installing the app, and checking for updates, but the issue persists. Has anyone
I'm developing a simulation in the Quest 2 using Unity and would like to access the boundary coordinates. In the past, there was a GetGeometry option but it appears to have been deprecated. Can anyone point me in the right direction here?
Have been navigating this issue for quite some time wanted to know if other devs are encountering it as well.- Alpha Channel invites to testers sent, testers never receive email invite - Even if testers receive invites and accept them, preview app fails to show up on their devices- Adding to developer org and then subscribing testers works sometimes, sometimes does not workThere seems to be a lot of inconsistency with these services, or am I the only one still facing this. Perhaps I am missing out on something. I even went ahead and ensured dev mode is enabled on every device (in the case that alpha channel builds require dev mode although I doubt they do).Any Insight would be appreciated!
Oculus quest... I was downloading skyworld and all of a sudden my headset came up with system ux has stopped the next message was system ux keeps stopping ... My quest then powered off and my new game skyworld also I had stopped installing nothing is working on my quest help please ASAP
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