Quest Development
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I’m trying to find someone from Meta, who can help me professionally. I am a Interior Designer and would really like to use the Oculus Quest 2 headset to show my clients 3D walkthroughs.I really want my client to have a great user experience and wondered if someone could help me with all the best features.
I'm trying to open a video file in Oculus quest 2 through a specific app , but it just open the application and no error appears in command line. the command is: adb shell am start -n com.oculus.tv/com.oculus.livingroom.PanelActivity -t video/mp4 -d file:///storage/emulated/0//UI/Content/Movies/1.mp4 Is there any permission issue ? Please Help
It's 300MB, it's not finished or perfected...i just wanted to try it out how it works so far in quest standalone. So i built it. it got build nicely and it's in the quest but so i checked it out and it still needs work. So i went to Storage in the Quest settings, and to Unkonwn Sources, checked the box next to it and prssed the Garbageg icon( delete) and it just doesn't delete it.Why does it do this?When i contacted Meta Support in chat they just told me "You're only supposed to play the games from the store". Oh really? then how come Oculus vr and developers forum and tutorials and all that exists? I would guess they encourage us to learn and make our own.Anyways, annyone have any clue how I'm gonna delete this draft game from my quest?
Hi, guys I am quite a beginner at learning Quest development on Unity.I have tried to archive the passthrough function by Oculus Integration SDK package.But the question is that anyone who had tried combining the AR core or AR foundation or Vuforia, which let the Oculus camera recognize the certain target image/object to map a model or any scenes?
I am working on the accessibility options in my application and trying to find any options for runtime text-to-speech available on the quest 2 itself. I've seen some comments about older versions of the original Quest coming with the SVOX pico tts engine built into Android but on my Quest 2 it looks like this has been stripped out as a call to android.speech.tts.TextToSpeech getEngines() function returns a count of 0. I've seen the advanced Speech-to-Text functions within the presence SDK but is there anything on the roadmap for further TTS?
Hello.Is there any way to do text to speech in my Unity app for Quest 2 ?Couldn't find much on this topic.Thanks
I just went to check out Red Matter 2 via the store in the Quest 2 headset and there are images popping out to the side and in the back of the store page. It is very cool! But I don't see how to do that with my own app. There doesn't seem to be anything in the submission process that allows for that. Am I missing something obvious? Help! 🙂Damon
I'm working on a game and got stuck in saving the levels. The same slot registers and saves on the pc, but does not save on the headset with the (apk) build inside the oculus headset.I enabled the "use externalFilesDir" in the setting but still, the game is not saving.Any help would be appreciated as I'm stuck right now and there is almost no info on google.Does it have to do with storage permission because I see no option to give permission to "unknown sources" files in the settings?
I'm not a programmer or developer just trying out making little games, so i'm trying in quest and want to learn how to move and grab objects. I believe the Sysnthetic hands would be the ones that follow your real hands in exactly the way you move your fingers and everything. The other hand prefabs just do making fist and pointing etc but I think i'm not sure, the synthetics are the ones that would follow the exact shapes of your hands. But why do i get errors with them? i'm on unity 2021.3.8 LST. I use the Oclus Interaction Rig Sample prefab
I have been following the instructions here https://developer.oculus.com/documentation/native/android/mobile-studio-setup-android/ and I get this error and I can't figure out what's wrong. I have been troubleshooting this for a few days and I haven't gotten anywhere. Has anyone had this error and how can I fix it?trying to get Android Studio: ovr_sdk_mobile - SDK location not found
When I place the rig anywhere but 0,0,0 the hands start getting offset by that amount. If I pickup the controllers they show up in the correct place. When i drop them again my hands jump to the offset. The hand circle menus show up in the correct place it is just the hand models and specifically the OculusHand_L and OculusHand_R gameobjects. This is easily reproducible by opening up the BasicGestures scene for example. Move the rig to say -1 on Z and see where you hands end up. I have had this issue with both V39 and V40 of the package
I want to use recording to apply my well-trained hand tracking algorithm. Can I get this from any SDK?
I am developing a VR-game for Oculus Quest 2 and need a new laptop. Do anyone have any sugestions?
We have a couple of apps that we have been trying to de-list from the Oculus store for more than 3 moths now. You can't really do it from the Oculus dashboard so we have sent several messages through the support center channel with no results other than being forwarded to the Store team again and again and never hearing back. Is it possible at all to de-list an app from the Oculus Store? How much control has a developer over their apps life-time in the Oculus App Store? I don't think this is any good for the developers or the users that might end up with a Store full of abandoned or potentially harmful apps because it's impossible to de-list them.
Do we have access to any developer tools for Meta's upcoming headset potentially titled "Meta Quest Pro". Would like to start developing an app for the new headset. Thanks 👾
I have a Quest 2 and an Oculus account. I don't have a Facebook account (and can't get one). Is there any way to set up developer mode on the Q2? I activated the Q2 using an older version of the Android app. So I can connect to the store, download games, etc. But the Android app doesn't show the Q2 as being available, so I can't go into settings and activate developer mode. I use Linux - so can't use the Developer Hub app. Is there any way around this?
Did they remove the pitch option for devs? whats the proccess for getting them to know and reply? Thank you!
I have absolutely no issue setting up air link, connecting it to my PC and launching it BUT... it does seem to time out after a few minutes and reverts back to my Quest 2 home. Is this due to inactivity or something? And is there a setting that I might change? It is a bit annoying when I'm making multiple edits and I hear a "bing" from the headset and I know it just disconnected again.
hello:Ask experienced partners, how long does this application take?
Say, you have a game where a user can design an alien, or a logo, and you want to let them save their design to the cloud so they can access it later either1) in another gaming session2) on their computer3) in another player's gameIs there a way to access cloud storage, etc. e.g. Steam has "Workshops", and android phones have things like "Share to Google Drive", "Save to Gallery".What are my options on the Oculus Quest?BTW, I'm using Unity and c#
I want to prevent ODH from importing all the media files on the device into the PCA large number of video media files are stored on my quest2. After connecting ODH, these files will be copied to c:\users\xxxx\appdata\roaming\odh\device-media.This takes up a lot of disk space on my PC. I don't know how to prevent this copy.Can I change the directory to another disk?
I"m not a Pro Pro developer just a hoby guy very little experience, and i'm just making small little game or trying.Well i happen to have a 980ti graphics card and it's not supported, the LINK cables dont suport it. People said that i would be able to use it , but doesn't seem like it.Any tips on how to develop blindly. I can still do it but i have to kind of plan more and try to make less mistakes so i dont have to keep pluging it with the included short little cable and buildling and sending the game again.
I am struggling with this problem for some time and I have no idea how to solve it.I am a bit basic if it comes to the Java. I am using Unity to develop my app and I have problem with mouse connected to the android device via OTG usb. The problem is:When I move the mouse pointer on the edge of the screen then I cannot get a mouse delta position, it always return 0 (but I really need to know a mouse delta position all the time even when the mouse pointer reach a screen edge).On PC on other hand it works fine even if your mouse pointer reach edge you still can read the mouse delta position here is a video: https://streamable.com/bhipjyI was trying to read it byInput.mousePositionInput.GetAxis("Mouse X");Input.GetAxisRaw("Mouse X");I tried also:Cursor.lockState = CursorLockMode.Locked;Cursor.lockState = CursorLockMode.Confined;But none of these work on android, receiving of mouse delta position stops after mouse pointer reach the edge of the screen.Here is a video: https://strea
Our application is logged into APPLAB.For new users, after the first download, after entering the game, call up the Android save menu and select Confirm, the game save function is still unavailable.But if the user,After launching the game for the first time, when you see the start menu, keep going back until you quit the game and launch it again. You can use the save function of the game.We tested, if you use ODH to install the APK locally, this problem will not occur, I don't know if there is a problem with the settings.Have other developers encountered similar problems?
hbh
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