Quest Development
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Hello. I have been working on trying to integrate DLC into my game, PolarDread. However, when I try to open the store in-game, it appears to not work at all. I thought it was an error on the code-side, so I went to create a new DLC instead and I got this I don't know what to do about this. If you have any ideas on what to do, or if it's an Oculus Server issue, Please let me know.
I just discovered today that you, as a developer, are supposed to run an entitlement check for any apps you publish in the Oculus Store. The related article, https://developer.oculus.com/documentation/native/ps-entitlement-check/ , makes use of a ovr_PlatformInitializeAndroid() function (or the corresponding async function), as well as ovr_Entitlement_GetIsViewerEntitled() to perform that check. These functions look a lot like things you should be able to find in the Native SDK. Now, with the currently available options to create apps using OpenXR, is this still a requirement? Do I still need to, somehow, include the native SDK within a native OpenXR app just to call the related entitlement check functions? Or is this something that is handled internally by the OpenXR loader, somehow?
Let me start by saying that my app has been approved and the DUC has gone through and I'm permitted access to user names. I did just get access today, so there's a small chance it's just delayed or something, but that seems unlikely considering it works fine in the editor. So I'm having an issue where the result is inconsistent between the Unity editor and the built game for my app lab game. In the editor, I can get the result of Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback) and have it return the Oculus user ID and display name. When I build the game and load it up on the Quest, however, it's coming back as null. Is it possible that this is because my game is not yet released on App Lab (thought it has been approved), or is there a known issue, ideally with a workaround, that might cause the info to not be accessible once actually built? Edit: I've discovered that it's specifically the displayName that comes back null, the userName is being returned. Still
Uh oh. I've been using Air Link for a long time and connecting routinely several times a day without an issue. Yesterday I saw a notice about an update on the headset and coincidentally perhaps Air Link can no longer find my PC. I've done all the "normal" things, rebooted, ran a fix the Oculus PC app. Yes everything is on the same network and again it has been working for I will guess a year. Now nothing. I can connect via the USB cable but that can become problematic while writing/debugging code as the headset isn't charging while in use and that affects development time. If I have to factory reset I will of course but I would hate to go thru that exercise if it turns out not to fix whatever the issue is. Has anyone experienced a similar issue in the last couple of days?
this is a fan of quest craft and i have the game
I posted this before and for some reason it got deleted, I was wondering when Minecraft for the quest would come out, I know you can sideload the gear vr version, and stream vivecraft from a pc using virtual desktop (it’s super laggy) so I was wondering when it would come out as many people will enjoy playing it as Minecraft is very popular now
The hand-tracking mod2 has been release for application, but currently hand-tracking WebXR api can not be used in the browser on Quest2 (as far as I can tell). Is there any chance this will change any time soon? Even better, am I wrong and it can in-fact work.
I have been using OVR Metric tool to help me profile my memory usage. I noticed it displaying zero for that metric on 1.5.1 so I updated to 1.6.1 but now it seems those stats are no longer available? How can I view memory usage in the new version?
As you can see in the picture below, OVRVignette is rendering with a bad aspect ratio, and it also clips through some of the geometry despite being assigned to Overlay rendering queue in its own script. The vertical size seems correct, but the horizontal one is way too narrow. This issue seemingly appeared out of nowhere because I clearly recall testing the vignette accurately when I first implemented it months ago, both in the editor and in Quest. Probably nobody ever used that because the issue has been reported only a bunch of days ago, so I have no idea when things broke down, I suspect after a firmware or SDK update. At the moment the vignette still behaves and looks correct (perfectly circular) in the editor, but it looks like the pic below in Quest. The lossy scale of the vignette GameObjects is 1, 1, 1, the aspect ratio is set to 1. Also all the GameObjects up to the root have a scale of 1, 1, 1. Rebuilding the vignette mesh at runtime does not solve this. I
Following the instructions at https://developer.oculus.com/documentation/tools/tools-renderdoc-renderstage/ I expected to see a render stage trace. But clicking the "oculus logo" button in the Event Browser has no effect for me, and the Tile Timeline view is blank. I'm using Oculus Mobile SDK 1.40
Hey I am trying to do in app purchases with oculus quest I made the SKU's, got approved for IAP, and have platform SDK in my unity project. But I have tried all the tutorials and cant figure it out! Any help is appreciated thanks.
Hello, I have set up passthrough but I'm wondering if there are any resources for setting up walls like in the Beyond World. I've looked around but I can't really find anything. Thanks in advanced.
While in Oculus Link (or "Quest Link" now), whenever I take my headset off to change some code and then put it back on, I get a popup that says "Fatal Error in Dash"
https://www.oculus.com/experiences/quest/4738317409613566/it's a personal developed VR game,has published on app lab & sidequest,how can i premote it farther? Now it seems that very little users can see it.
When adding the UIHelper prefab from the OculusIntergration, it directly assigns it to the right controller. How can i switch it to the left controller?Do need to change the HandedInputSelector.cs?
App Lab is marketed as a good solution for putting out experimental builds of projects. The Store already has concepts like Release Channels and user whitelisting. Are there any additional advantages to using App Lab over the Store for development? We anticipate playtesting with external users at various points, including phases with closed and open invitation lists. Should we, for example, use App Lab to run external playtesting and then have our published build go through the Store? What would Oculus recommend as the preferred process?
Hello everybody,since private release channels for the Oculus Quest are only available under certain conditions, it is very difficult for B2B developers to create a CI pipeline for private apps. Alternatively, self updating APKs can be integrated into an automated release pipeline via external providers such as Microsoft App Center. Unfortunately the provided Unity integrations do not work on the Quest, on regular Android systems there are no problems. Is this feature actively blocked by the Quest or are there certain things you have to consider? Has anyone managed to create self updating APKs for the quest? Are there any other options that work on the quest?
I have existing code using Three.js and my own to move around inside an active WebXR environment. The code started crashing late last fall and I'm trying to figure out why. When only one controller is connected to the headset there is no problem. The same is true when deliberately using the first input source reported by Three.js. After manually switching to the second input source the experience crashes immediately upon entering VR. The error codes are not always the same but all have to do with trying to read properties of undefined variables. Since my code works fine for the first input source, there appears to be a firmware bug with respect to the second. Anyone else notice this? Is this a known bug? FYI source code: https://github.com/paulmasson/paulmasson.github.io/blob/master/webxr-worlds/js/VRController.js
Am I able to attach a USB device, such as a MIDI controller to an Oculus Quest and have Unity detect the incoming MIDI messages? I have a prototype that works on the Oculus Rift and a leap motion, and the recent hand tracking implementation has made my project possibly scalable if the USB C port on the quest is open for development purposes.
We are in the process of designing a new custom gamepad to supplement the Quest 1 and Quest 2 VR controllers. We would like support around integrating the additional controls while maintaining some or all of the control inputs from the Quest controllers. Are there specific requirements for the HID device report descriptors, or will custom drivers development be necessary? Is there a direct method of support beyond the forums?
Hi,When I tried to upload an APK file into the alpha track it failed to upload the error we got as follows: 12:56:06 (node:44265) MaxListenersExceededWarning: Possible EventEmitter memory leak detected. 11 error listeners added. Use emitter.setMaxListeners() to increase limit12:56:06 (node:44265) MaxListenersExceededWarning: Possible EventEmitter memory leak detected. 11 data listeners added. Use emitter.setMaxListeners() to increase limit12:56:06 (node:44265) MaxListenersExceededWarning: Possible EventEmitter memory leak detected. 11 error listeners added. Use emitter.setMaxListeners() to increase limit12:56:06 (node:44265) MaxListenersExceededWarning: Possible EventEmitter memory leak detected. 11 data listeners added. Use emitter.setMaxListeners() to increase limit12:56:57 A network error occurred. The request will be retried.12:57:48 A network error occurred. The request will be retried.12:58:40 A network error occurred. The request will be retried.12:59:31 A network error occ
Hello,We have encountered an issue where the game simply doesn't open when accepting invite from outside the game, no error appears on screen.This issue happens only in Quest 2, and started happening in early march (last year was working just fine).Has anyone had trouble with something similar? Could this be an issue internal to unity or something related to the oculus application itself?
Hi All! In the documentation of AppSW (Application Space Warp) (https://developer.oculus.com/documentation/unity/unity-asw/) it is stated that compatibility with Unity 2021 was very close.Is there any place I can track the progress of that? Or is there any ETA known? Thanks in advance!
I'm looking around for a decent way to implement teleportation while using hand tracking. The only tutorial I have found so far is THIS However, it uses two buttons placed on the wrist which is quite cumbersome. I'm planning to implement my own version using gesture recognition in the same way it was programmed by Spatial (check HERE). Before diving into this challenge, I was wondering if anybody found a good tutorial or a ready-to-use component that would save me some time. Thanks!
I've implemented AppSW on my Quest port:- updated the latest versions of Unity 2021- Oculus Integration- URP Custom branchI have enabled OVRManager.SetSpaceWarp(true) and OVRManager.GetSpaceWarp() shows true, but the OVRMetrics does not show ASW enabled (0 frames) and the app is still running at normal frame rate (72).Does anyone have experience with this and how to best figure out what may be wrong and how to debug this?
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