Quest Development
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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 if 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
My right controller flashes but does not connect. I've been through all the troubleshooting, turning off/on, changing battery, disconnecting and trying to reconnect. All my right controller does now is flash at me
I am trying to verify my Hand Tracking FMM as instructed here: Set Up Hand Tracking | Oculus DevelopersIt says my "Camera FPS" should be "around 60". But I am getting:Tracking NIMBLE:HTEngine: Hand Tracking Processed FPS = 50.0 Hz / Camera FPS = 50.0Is 50.0Hz okay? I am in Australia if that affects EM frequencies.Regards,Richard.
and the developer mode on the phone goes to the freaking website. The support chat was zero help. Email is no help.... . This is the dumbest things I've seen in a long time. I had to send my drivers license to get them to allow me to turn on a dev mode button. What a joke! I do all that and still no dev mode. TOP NOTCH PROGRAMMING.
I have several apps that I uninstalled that are grayed out prompting me to reinstall them, it's very annoying. I know the quest 2 had a option to filter with (All) (Installed) (Unknown), but I looks like it was removed. This feature should be added back or have the option to hide apps and be able to unhide them from the apps section in the settings or something. I know other people also have this issue too.
Hello.As a premise I am new to VR development. I would like to do text to speech with MetaQuest2, and I have deployed the VoiceSDK in Unity to check the specifications. I have confirmed that I can deploy a scene (TTSSample) in Unity and read out the input English text, but is it possible to set another language (e.g. Japanese) to read out the text? Thanks
Hi, if I publish an app/game on the Meta Quest Store for Quest 1, Quest 2 and Quest 3, is it possible possible launching the game at custom resolutions for each platforms?For example I want Quest 1 owners launching the game at the native display resolution of 1440 × 1600.I want Quest 2 owners to launch the game at 1,920 by 1,832 pixels per eye rendered resolution (or slightly intermediate one for optimisation).I want Quest 3 owners to launch the game at 2,064 x 2,208 pixels per eye.Wow to setup the game so to have this kind of customisation for the launcher related to the hardware? Possibly with custom render resolutions to choose for each one? And is this the best way to obtain the best resolutions from each hardware? Can we up the graphics (VFX, polygons, particles, light and shadow effects, etc on a recent hardware for example Quest 3 or it would also effect Quest 2 performance and Quest 1?Thx a lot a lot for your attention
How can I display the leaderboard of my own game within the Meta Quest Scoreboard application? I don't want to deal with a new UI. I want to show the table from within the application.
I'm developing a VR game at Unity. Even if I take the headset off and put it back on while testing my game, the position of the glasses happens somewhere else, even though my in-game location values are the same. How can I solve this problem?
Please advice the method to keep wifi connection in sleep mode.I am getting Quest 2 display to PC using scrcpy and adb.At the case of using USB cable, there is no issue when Quest 2 is even sleep mode.After disconnect USB cable ,the connection between Quest2 and PC changes to wifi. When detected headset sensor, Quest2 display can be watched by PC. After headset sensor is not detected , spend the sleep time (now 15sec) setted by Quest2 , changed to sleep mode.But when do not connect to USB cable again and spend about 6 minutes, it seems Quest2 disconnects wifi due to long sleep mode.I want to improve this wifi offline issue after about 6 minutes ,because it is difficult to recover unless restart PC software.If Quest2 has the setting to keep wifi connection in sleep mode as Android function, please inform the method.I know the setting of always wifi off by adb for debug and settign of sleep time by Quest2.I would like to satisfy both sleep mode of short time and wifi connection.
Hi,Wondering if anyone has an idea of why (since a firmware update a few months ago) the touch controllers sometimes don't initialize properly on startup. They motion controllers components just track to 0,0,0. The issue can be recovered if the user presses the oculus button and returns to the app, but so far we don't have a software solution to reinitialize them. DR
There seems to be a regression between v55 and v56 regarding the use of group shared memory within compute shaders on Quest 2.Certain compute shaders using group shared memory which used to work in v55 are now failing to link, without any information as to why.08-22 12:21:33.112 15136 15185 E Unity : -------- GLSL link failed, no info log provided.I can get these to link if I significantly reduce the amount of group shared memory used, but in these cases I have to reduce it to the point where it is practically unusable for the collaborative buffer loads I am doing.This leads me to believe that there may have been a change in the maximum amount of group shared memory that is able to be allocated by a compute shader work group. However, as these compute shaders used to work just fine, this appears to be a regression.
Looking at their roadmap it looks like Compute / mobile devices are currently under development. However, I can't find a definition of what a Compute device is anywhere or whether this covers the Quest 2. Can anyone put this to rest before I waste a bunch of time trying to get it to work? I'm also using 2021.
Hello,I want to apply different post processing effects to each eye in my application for the Meta Quest 2, using Unity.My Unity Version is 2022.3.7f1, and I am using the latest Occulus Integration assets package, 55.0.As suggested in the documentation, I have replaced my main camera with an OVRCameraRig, and succesfully compiled and ran the application.Now, I want to apply different post processing effects to the left eye and the right eye. I have checked the "Use Per Eyes Cameras" checkbox, and applied different solid color backgrounds to LeftEyeAnchor and RightEyeAnchor, but it seems that only one of the backgrounds is used, both when running in unity and when running on the headset.An interesting phenomena is that in the Unity editor, when I change the background color of *either* camera, it changes the background color in both eyes.The cameras' locations seem to be in the correct places.
We are a VR software developer. Recently, we purchased some Meta quest pro, trying to connect these devices to our software for our customers touse.The customers need our assistance in remote monitoring and control of the devices, so we need these APinterfaces to provide better serviceSHere are the APinterfaces we would like to askfor help: 1. API for shutting down the device 2. API for restarting the device 3. API for device power display 4、API for the WiFi status 5、API for starting and closing an application
The ability to view or use your phone in VR remotely would be very helpful and easily integrated for Android phones! This would benefit a lot of users and also help with productivity for some that are active in VR quite often on the Quest 2 or the Quest 3!
Hi.not used our oculus in over a year. Obviously now changed to Meta.tried to login and it won’t let me. If I create a new account and update, will I lose all the games I have purchased?
I've been posting videos along with my app updates, but only see a thumbnail of them on the web Quest Store. They do play in the Meta Quest phone app, but the "audio toggle" does nothing so they're always silent. For instance Pro Feature Swap and More (oculus.com)Anyone else had this experience, or know a way to report this to Meta?
I'm not able to turn on Developer Mode on the meta quest app. When i try it comes up with error message "We are having problems with loading this. Please try again!"I've verified my account with 2FA and recreated organization but I'm still not able to toggle on the dev mode.Thanks
I'm trying to use OVROverlay to render some text in a scene clearly. I've got it working, but it has different behavior on Quest 2 vs PCVR. On the former, it's always on top. On the latter, it's in the proper depth but you can make it the other way by turning off Shared Depth Buffer in PC XR settings or checking No Depth Buffer Testing on the OVROverlay script. I'm wondering if there's something the Quest just doesn't support to make it work with the proper depth. There's no similar setting I can find like Shared Depth Buffer for Quest/Android. As far as I could tell, it seems GL_OES_depth_texture extension is what's needed to support that, and when the app runs it seems to report GL_OES_depth_texture as being on. Trying to figure out if there's some way to get it to work like it does on PCVR but coming up with nothing. Maybe Quest really doesn't support it for performance reasons but it's hard to tell.
Hello!I'm currently working on my final year project for Uni and need to access the microphone in the Quest 2. I've found the AudioCapture component and assigned a submix to it and then I'm recording this input which is then played back through the headset. When using the VR Preview it does exactly what I expect, I can hear myself through the headset audio and can then hear the recording play back once it's complete too, however the problem is when I try to launch it onto the device instead, nothing happens, and no sound occurs. I've put in print strings to make sure the blueprints are still being run through, which they are, but no audio is present. I'm unsure as to what could be causing this. Any help would be much appreciated.
HiThe Quest Pro is updated to OS v56.But my app is trying to access the USB camera,I already set the permission to my app in the setting.But the app still crashes or close.Seems the OS runtime library did not return proper permission to my app. Unity 2021.3.16f / Unity 2022.3.7fAndroid SDK 31/ Android SDK 32Oculus Integration v55 or XR in Unity Need help Thanks!
After upgrading Meta Quest Developer Hub app to version 3.4.0 when I connect my Quest 2 to my PC with USB cable Quest 2 no longer shows up as a device in Windows File Explorer (Windows 11) even though that worked correctly prior to the MQDH upgrade. MQDH itself continues to connect to the plugged in Quest 2 correctly.How do I fix this? Is this a known issue?
I've been having this problem with my Quest 2 game where the framerate drops significantly when looking at a mesh from far away. The meshes don't even have that many vertices, about 200 at most, and viewing them up-close is fine too. The same thing happens for particles when viewing them from a distance, up close they're fine but as soon as you get far enough away, the framerate drops significantly.I know rendering really small triangles can have an impact on performance but the drop seems way too significant to be normal. I'm using Unreal Engine 5, is there anything I can do to improve my game's performance?
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