Quest Development
Recently active
Hi so my game was published on the App Store but I messed up the long and short descriptions. I made another App Lab submission to just fix the descriptions but I am waiting for it to be resolved for 18 days now. Is this normal? Did anyone else make a submission to only update meta-data? If yes how long did you wait for it to be processed? Thnx,LordSlimeball
<p>Hey,</p><p>I'm a junior game developer and I've been hired by a VR arcade company to develop their first in-house video game, a location-based/shared-space multiplayer VR FPS. I'm having a very hard time ensuring the virtual space (i.e. the game in the headset) matches the physical space (i.e. the dedicated playroom). We're using Oculus Quest 2 headsets, the Unity game engine and the Photon PUN2 multiplayer solution. The project manager is adamant that it can &mdash; and should &mdash; be done with the Quest 2 (and possibly upgraded to the Quest 3 in the future).</p><p>What I'm looking to achieve is:<br />1. Mapping the Quest's guardian boundaries to the actual room's boundaries. The playroom's size is 36m&sup2; (6x6), and so should the guardian's.<br />2. Mapping the avatar's location to the actual player's location with reasonable accuracy. A few inches off is not ideal but still okay, however anything beyond that will be notic
Hello, After a while of not building my game for Quest 2 Standalone, I am back to get that version ready. I managed to compile the code and to package without failing. But when the game launches to the Quest 2, the game instantly crashes back to the main hub. This is the error I get on the Output Log, which is not much to know what is going on, or who is the culprit. LogPlayLevel: 05-18 09:34:57.699 5979 6009 D UE4 : [2022.05.18-14.34.57:699][ 0]LogInit: Texture streaming: Enabled LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Started Connection to '127.0.0.1:56709' LogPlayLevel: 05-18 09:34:58.237 5979 6114 D UE4 : [2022.05.18-14.34.58:237][ 0]LogTcpMessaging: Discovered node '3D9595EF4C50F82740AFF3AED2CEE6B5' on connection '127.0.0.1:56709'... LogPlayLevel: 05-18 09:34:58.439 5979 6009 D UE4 : Assertion failed: AsyncLoadingThread.RecursionNotAllowed.Increment() == 1 [File:D:/Build/++U
Hello, I was trying to test how to import a unity build on oculus quest and i encountered an infinite loading screen problem.-activate developer mode in my oculus quest settings-make a simple scene with a camera, light and a cube to observe in unity 2019.1.6f1.-import oculus integration package on the asset store-in build setting, select android, switch platform and add open scene to the scene in build-in player setting > other setting select Android4.4 'KitKat'-in player setting > XR setting, activate virtual reality supported and select oculus-in oculus > platform > edit setting, i added the application id of my appand then when i hit the build and run button, unity answer me with a build succesful message but the oculus quest is stuck in a black screen with the loading white dots.I tested different fix found around internet (like delete vulkan API) but none of them seems to work, if someone has an idea of how to solve this problem i would be very grateful.thanks
I need to make a minor edit, I just submitted it this morning and it says the following while trying to upload a new build “Cannot modify release channel… may not be modified while undergoing initial review”, and the cancel button is grayed out at the Meta data page with a similar message. Is the app being scanned briefly before I am allowed to cancel the submission, or cannot it not be edited or cancelled until it waits for a full review?
Hey! From the documentation:"In the Anti Aliasing list, select 4x. Unlike non-VR apps, VR apps must set the multisample anti-aliasing (MSAA) level appropriately high to compensate for stereo rendering, which reduces the effective horizontal resolution by 50%." I was reading through the documentation for the Quality settings to learn how to properly set up a Unity project but with MSAA 4x the fps drops significantly in my test project (before any optimization). Do I understand correctly that we have to enable it and best to 4x? Is it a requirement to publish a game to the Oculus store? Thanks!-Peter
A few years ago I found an example pdf on what a pitch for a game to Oculus would look like. I think it was here: https://developer.oculus.com/quest-pitch-form/ ...but that link doesn't work anymore. How/where do we pitch a game for the main store these days?
Hi guys.I am making a game where the player moves around in a VR space, and the direction of forward movement is based on the direction of the controller, and the forward button is assigned to the B button instead of the thumb stick. I have a bug where the controller is pointing straight ahead and the B button is pressed, but it goes straight sideways.Any guesses as to the cause?
Dear community,we have gathered today, to discuss a rather important question: Is it possible to render different things in left and right eye, respectively? Everything works flawlessly in the Editor and Oculus Link, but the build doesn't show the texture in 3D, only flat.This is my setup:In Unity I put 2 Planes at the same location, 1 with left eye texture, 1 with right eye texture. Both are set to different layers.Culling masks of OVRCameraRig's 'LeftEyeAnchor' / 'RightEyeAnchor' are set to exclude one of the two layers, so the left eye sees plane 1, right eye sees plane 2.In OVRCameraRig Settings I already enabled "Use Per Eye Cameras".This works with Oculus Link.Goal: Display a stereoscopic photo inside a Unity sceneProblem: The build doesn't work on the Quest. Is that because it renders in a single pass?Any help appreciated! The right solution receives 10$ via paypal ;)BestFelix
-> Source FR <-I followed this site that says since 2021 we will have access to the camera overlay with the vr content we are watching(with its personal opacity setting) in order to always keep an eye on what we are doing... what about it? I think this is now a very simple feature to implement, but most importantly very important and should have been available for a long time, why make a dangerous device when it can allow you to keep an eye on your environment while you play... personally I would like to stop bumping myself during my sessions....
The name already pretty much sums it up, out of the box, I can open, build and run the samples in the Mobile SDK in Android Studio, but only ever in Debug mode. Bringing up the window for Build Variants, I can try to select the Release build variant, but after the task with output "> Configure project :VrSamples:VrCubeWorld_SurfaceView:Projects:Android", it immediately switches back to debug. From within the respective directories, I can run "build.bat" just fine and I can also switch to Release without problem on my own, custom-made projects. Any ideas what's wrong / can someone corroborate? I btw think I tried everything suggested for "can't switch build variants" (invalidate the cache, restart, delete .idea folder, doesn't help, the problem occurs on a freshly opened project).I have to mention that I'm new to both Android and Gradle. In general, I would guess the Gradle job somehow fails internally and Android Studio reverts the selection, but the output I am getting is not
Hello everyone.I created a simple scene with some hand tracking and added a "Interactable Tool Creator".It creates some finger tip poke so I can interact with buttons but the tip does not follow my index finger tips.Here is a video recorded on the Oculus Quest and a screenshot of my project scene.Video : https://imgur.com/a/snM3ms6
Hi, Is it possible to detect when earphones are plugged in to quest 2? does this raise an event or in any case, is there a method that I can use to detect the presence of earphones? Thanks
Hello I'm ProCheese and I have a problem with the Quest 2 Recording. The recording I believe is Something like 1600x900 and 30fps Which is fine but the problem is when you turn your mic on for the recording your voice is so quiet. You can barely hear my voice when playing shooter games and I'm a pretty loud talker. The way I'm solving this problem right now is casting my quest 2 to my pc and having quest 2 mic turned on but I would go into the game settings and turn the game volume to 15 to 20 so my mic and game volume would sound close but sadly not all game support changing in game volume. Only game that i can stream/record Right now is Re4 and Medal of honor but I have lots of games I want to stream so i would suggest adding a option to adjust the mic volume on the recording or something but I really hopes this get solved soon because I don't want to have a limit to what games I can stream.
I integrated the Firebase Unity SDK v8.7.0 for Firebase Storage and confirmed it works, but after setting it up per their documentation (https://firebase.google.com/docs/storage/unity/start) I got a security vulnerability failure, "GCP API Keys Exposed in App": This appears to be due to the 'google-services.json' file that Firebase provides when you set up your project. Firebase asks you to put this file anywhere in your unity project. This file does contain an API key. But according to Firebase, it is "used when calling certain APIs that don't need to access private user data" and Firebase requires this key to work. See here: https://firebase.google.com/docs/projects/learn-more#config-files-objectsHow can this issue be fixed so that my app passes the security vulnerability test?
Hello, I'm using the OVRInputModule eventsystem to have controller interaction with some UI elements. When the Quest 2 is stationary everything works fine. When I move my Quest 2 around it stops getting hits with my UI elements (It also happens with none UI elements) and it never works again until I restart the game. The same behavior happens when building and running the game directly on the Quest 2.I was using the Oculus Integration v37 and update to v39 didn't fix it.I don't do anything special when moving the headset so it seems to me that it's a bug with the OVRInputModule. Does anyone have a solution for this?
Hi everyone,my game - "Koord Coach" - just got published on App Lab:https://www.oculus.com/experiences/quest/5097554840287261?ranking_trace=1826624514247285_5097554840287261_SKYLINEWEB_9604b4ca-8b2d-48ac-8eac-bd36e40f4979&utm_source=https%253A%252F%252Fwww.google.com%252F&utm_medium=organicsearchGame description:"Train your reflexes, cardio and coordination the fun way with Koord Coach. All events in the game happen randomly, ensuring that no two play sessions are the same, to make sure you stay on your toes.Koord Coach has three different game modes:1. Cube activation2. Block Incoming Objects3. EnduranceEach game mode has two or more sub-game modes for additional variation.Various difficulties and game duration setting options allow you to tailor the game to your wishes." try the game out and let me know what you think, it is currently free!
Hey guys, more of a broad question looking for thoughts. I was wondering if it's possible to emulate the HID profile of the Quest 2 Touch Controllers. I wanted to write a program that allows something like the Virtuix Omni to work with Quest 2. I'm a Bluetooth noobie so let me know if I'm on the wrong track here or if there's an entirely better or alternative way to accomplish this. Thanks for any guidance in advance.
Hello, is there a workflow for optical identification like scanning a QR Code or barcode or something similar? We would need this feature for Oculus Quest 2 in Unity. Thank you very much for your answers and ideas in advance!All the best, Robert
I appreciate the developer feature of disabling Guardian, which saves us time. Thank you. I'd like to report a serious bug in the latest Quest 2 firmware update that wastes developers' time. A simple 2 steps to reproduce it: 1) Settings > System > Developer > Disable Guardian.2) Long press the power button > Restart Quest 2 will then get stuck in black after the Meta logo disappears, and the only way for a developer to get out of it is to factory reset the device. It appears that Quest 2 got stuck checking Guardian when Guardian was disabled. If so, please make the firmware skip the Guardian check if Guardian is disabled. This will save us lots of time, from developers to developers.
See also: https://forums.oculusvr.com/t5/Quest-Development/OVR-Metric-Tool-v1-6-1-has-memory-stats-unavailible-crossed-out/td-p/960270 It looks like one of the more recent Quest software updates broke memory tracking with the OVR Metrics Tool. At first I thought it was a Quest 1 vs. Quest 2 issue (because my Quest 1 still had memory tracking working) but after a recent update of the Oculus software on my Quest 1 (one that brought the Meta logo), I can't track memory on my Quest 1, either. Is there a setting to re-enable that? Tracking available memory is critical to make sure we're always within the memory budget.
I've updated to the latest OVR Plugin, can't see anything new.Some of my apps heavily relies on quick handtracking and could really benefit from it. Also, is there a link for direct contact form for development support? Can't seem to find it either. So - how to enable handtracking 2.0 on Unity? Many thanks!
I'm trying to get the OVRPlayerController (from the Oculus Integration package on the Unity Asset Store) to work. I'm building for Quest and I'm using Unity2019.2.0f1 with Oculus Integration v1.39 to build my APK'sI'm able to build and run the APK, but when I push and hold the left hand joystick forward, the avatar jumps ahead a bit then stops.The same happens with the right hand joystick. I have to keep repeatedly releasing then pushing the joystick to move forward. I have played with the OVRPlayerController settings with no luck. What am I missing here?How do I get the controller to move the avatar smoothly with out stopping?
Hello, I am wondering how it is possible to access the edge rendering feature so that It only works within a small proximity within Unity. I am able to enable this feature through the menu of the Quest 2, but it only works with guardian enabled, and my app needs guardian disabled. Thanks for the help
Hi Everyone,I developed an app where there are 3D Models in VR, which represent furniture in real life.The purpose of this app is to see the furniture in VR but feel it in real life.The problem is, that the tracking of the real world has to be consistent and accurate, so that the position of the 3D Model / scene is always exact at the position of the furniture in real life. That works as long as the Quest 2 doesn't go in Standy or gets moved out of the guardian.If this happens, sometimes the guardian can not be found or is positioned slightly different, when waking up the Quest 2 from Standby. Is there something like an external tracker, or some other solution, which can help to keep the positioning/tracking as consistent and accurate as I need it for my app?Additional Information:The App gets streamed via Airlink onto the Quest 2 and is built in Unreal Engine 4.27.2 .Any hints welcome. 😉
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.