Quest Development
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We're developing apps that work in large real spaces with the guardian system disabled. As such we need to perfectly align the user in physical and real space. To do that, we're using a controller as the calibration point. This requires the user to place the controller on a spot in the real world that is mapped to the virtual world. however, for perfect calibration we require perfect rotation so that the in-game pawn & world are rotated properly to match the real world exactly.We're doing this with 1 point right now, but we may switch up this method if we can't solve the rotation of the controller.The rift controllers when laid flat, calibrate fairly well. An arrow attach to them at 90 degrees comes out of the rift controller straight and when laid on the floor lines up fairly well with the floor. The quest controllers however are very different. Due to the difference in shape, any arrows coming off the controller end up pointing into the floor at about a 45 degree angl
What is the tracking frequecy of quest pro controllers, and position update latencyi.e how many time a second controller updates its position using camera based tracking and what is the Latency.I really appreciate if any one can help me with this, as i am working on app that requires high update frequency and I am not sure if pro controller is any better the Quest 2 controller in that regard.
Hello,I received a referral link to be referred by a friend, so I registered and I accepted the referral to then activate for the first time my quest 2, but unfortunately I did not get the 30 credits afterwards. I was not yet friends with the person who sponsored me in Facebook, is this the source of the problem or not?
---------------------------------------DISCLAIMER: Things can greatly change during the upcoming days, and this could end up no longer being true in that time, so be sure to take all of this with a grain of salt.--------------------------------------- Tomorrow, in about 7 hours, will be the day Meta will force us Quest users to migrate our accounts to Meta accounts in order to keep using our Quest device.Tomorrow will also be the day I will take my only headset (Quest 1), package it neatly into the box it came in, and shelve it for an unspecified amount of time.I will not go through the process of migrating my Oculus account into a Meta account.After all the privacy snafus that the company formerly known as Facebook has had in the past, in several platforms, the controversy it generated during these last years, the name change, and the exit of one of the most brilliant minds that shaped the way VR is to be experienced by us all, from the company, I have come to a sad conclusion:Me
http://www.toktok.ph/1111847751
problem:I attempted to turn on developer mode by creating an organization on the Meta site. And then when I went to my Meta Quest mobile app to turn on developer mode in device settings, it said that the Meta Quest 2 was "not found" and "not connected". Because of this, I cannot open the device settings.Things I have tried:I have connected them to BluetoothThe same Wi-Fi networkReinstalled the mobile apprestarted the oculus
I purchased an OCULUS Quest 2 w/ "Best Saber" included, this was a Christmas gift for my son, once we unwrapped and charged the unit we were unable to download the included "Beat Saber". We made this purchase well in advance of Dec 25 to ensure we'd have no issues placing it under the tree. Meanwhile, my son's mother created an account to browse content available on the Oculus. We were unfamiliar with your product, its content, and how to operate either. We were unaware that the content could be retrieved without using the unit that my son would open on Christmas morning! Upon researching the issue, we only then realized that this product had an expiration date. It seems expiration took place 5 days before we powered on the unit Christmas day. This was an honest mistake on our part and hoped you would understand. We would like to request that you allow us to download "Best Saber" or accommodate us in any way you feel our situation warrants. Our inexperience with Oculus, its content, an
in June 2022, I got a meta quest 2. recently I got a new computer. I wanted to play PCVR games so I went to the meta website and found that all of my components were compatible. and on SideQuest, it said that I needed to enable developer mode on my phone app. So I went to the developer page and made an organization thing in order to access developer mode. on the meta phone app I then went to devices to fully enable developer mode only to see that my device was "not connected" and if I tapped on the headset icon it would say that it is "not found". I made sure to connect them to Bluetooth, the same Wi-Fi network, as well as reinstalling the Meta Quest app and restarting the headset. I have previously posted about this and i am confused about the reply. If this works as a solution, can someone please explain it to me?
I have a meta quest 2 and i must say the accessibility sucks. Please if there is anyone developing the software:1) there is no folder organization. This would help soo much. Some people like to organize aplications and games into categories. 2) no customization for the menu bar. Frequently used games or even extending the bar would improve the experience soo much. I mean most phones have higher level of customization. 3) resizing the number of screens. Basically: just take a note out of the oculus remote desktop app is better. Being able to resize and add more than 3 screens would be nice. It feels so limited now. Please if anyone has similar improvement requests or agree, feel free to respond
I've been using the same set of Test Users for a while now. For the first time in about a year, I find I need to know the password for one of them, but I don't have the passwords written down anywhere.Is there somewhere to retrieve password information for Test Users, or do I just have to create new ones?
As usual, it's hard to pinpoint exactly where the issue originates due to all the handoffs between apps. My Quest 2 is connected via Air Link through the Oculus App, to SteamVR, which is then running VR in Unreal's editor. If the connection is active and the headset is awake, I can successfully run in editor as many times as I want.If the connection is not active (only SteamVR is open, Oculus is closed and not set up), Unreal will successfully fall back to a spectator pawn.If the connection is active but the headset has disconnected, my computer will freak out and eventually crash whenever I interact with VR. So far, those crash events occur when I open Unreal (which presumably makes contact with the VR setup) and when I hit that Play in VR button in the editor (as when the headset's fallen asleep between uses). As soon as one of these actions is initiated, I hear cable whine from my PC--the only time I've found that it does this--and I have a very short time to catch it befo
I got a visa gift card for Christmas which I used to buy games and after i had it saved as mg payment method I threw it away and I refunded 2 games I bought with that card and now the card has been deleted off my account and I can’t access the money that was transferred back into the card because of a glitch is there anyway i can access that card through oculus? I really need the money.
Anybody have any suggestions regarding the problem outlined below?I have a new Meta Quest Pro and I was hoping to use it with Unity.I have connected the provided dual C-type cable to attach the headset to the computer.I have the app loaded and running on BOTH my phone as well as my laptop.The phone app shows the charge status of the headset as well as both controllers. It also shows that I am hooked up to my internet.The app on my laptop claims that my device is not connected. When the headset field is selected it claims that it is Not Connected & General Device Problem. My Graphics Preferences are set to Automatic(Recommended)Thank you in advance for your help.
Hi, I was wondering if there is any way to prioritize vslam over acceleration when the player himself knows he is sitting in the ride. I would especially like to do this with quest pro. Currently, when a large acceleration is applied, the position is greatly shifted. I'm hoping that if I know I'm sitting and vslam is effective, I can avoid this in principle.*Sorry, I'm using machine translation.
I understand that most people receive a result notification about submitting the app after 4 to 5 weeks. However, it has been 2 months since I submitted the app, but I have not received any notification. What's wrong with this?
I bought my 15 year old a Meta 2 - I set up his account and I forgot what e-mail I set up for him. Is there a way to recover it?? 😞 ugh......
https://developer.oculus.com/documentation/native/android/android-native-mrc/The instructions in the link above are very vague and outdated. For example, the instructions say to use ovrm_Initialize(), but that function does not exist in the header file we are asked to use: OVR_Mrc_Shim.h. Can someone please help me with MRC for Native Development? How do I implement this in hello_xr or XrCompositor_NativeActivity.c?
Hi,I'm trying to make my multiplayer game compatible with Parties and Group Launch but when I start it via parties it doesn't appear in the 'Invite' section and doesn't launch for everyone in the group.I'm using SharedSpaces as my reference but wondering if there's any other resources/tutorials I could follow or if anyone has any advice?Thanks,Mark
I am making a quest game, and implemented achievements. I want to know when players get an achievement, will there be an UI generated by oculus platform show up to indicate players like Steam, or nothing will happen, I need to make the UI board by myself?Thanks.
For 2D app, we want user only can quit by internal button.Can we remove default Close/Minimize buttons of 2D windows?
Hey All, Leaderboards are a major feature in our game and we are currently building for Quest 2 app lab launch.We would like to get a leaderboard testing demo that is private on app lab to make sure everything is working correctly before we launch our public demo. Is there a way we can launch on app lab and be unseen/private for testing? When uploading to app lab and we are using split binary for the build do we just plug in the .apk + .obb file into the upload and that's it?Thank you for your time/help in advance! best,Phil
Whenever I try to launch Oculus Link from my Oculus to play games from SteamVR and Oculus, it just gets stuck on the 3 dots loading screen. I've tried updating my drivers, I've tried updating my computer to Windows 11, I've looked up YouTube videos and nothing has worked. Anyone got any ideas? It would be much appreciated
Hey everyone,My lab is thinking about getting a Quest Pro for VR research. How's the situation with the mandatory Facebook account? Is it only annoying or are there any issues beyond that?
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