Quest Development
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Hi,Unity 2019.3.9bOculus Integration 1.41I have a problem, i just bought an Oculus Quest and start (trying to start) developing on it with Unity (that i know well).I create just a simple scene with OVRPlayerController and a CustomHandLeft and CustomHandRight parenting to the Left/RightHandAnchor. OVRManager is on and manifest is ok too (removed and created from Oculus/Tools menu in Unity)When i build and deploy in the Quest, i see my hand but when i press the grab button for exemple, the hand doesn't "flex" (make a fist). It seems that input doesn't work.In fact, OVRInput doesn't work at all...When i test OVRInput.Get(OVRInput.Button.One, OVRInput.Controller.RTouch) it always return false.When i call OVRInput.GetActiveController() or OVRInput.GetConnectedControllers(), it always return "NONE".Avatar ID and App ID is correctly setup. I spent 2 days on this and it start to drive me crazy.......EDIT : Input.GetButtonDown seems to work just fine... But why OVRInput doesn't work?&
Hello,I am trying to upload my apk to AppLab for the first time. My app has additional asset files and following the documentation I need to include a .json file that lists those assets as noted here: https://developer.oculus.com/documentation/unity/ps-assets/ My JSON File - "H:\Unity Projects\TheBridge(URP) - Quest OVR\sdcard\Android\obb\com.SpaceOwlGames.BattleGroupVR\bundlelist.json"{ "defaultgroup_assets_all_8b082612bdc39bb82a94a3b9d272e71c.bundle": { "required": true }, "f98cdce637761ade9f3a20aea7bd15e3_unitybuiltinshaders_a33e6e625c3b69eb6f0787996ea0d666.bundle": { "required": true }, "shipcolor_assets_all_cbc2285aef4d88237c2f180c0c579a9e.bundle": { "required": true }, "skyboxes_assets_all_bce17026d859944fa4e809e4b6cb34ad.bundle": { "required": true } } When attempting to use the CLI to upload everything with the following command:ovr-platform-util upload-quest-build -a XXX -s XXX --apk 'C:/Users/Elrond/Documents/BUILD DEV/quest/BGVRQuest.apk' --ass
I've been having issues with the quest 2 Bluetooth. I'm trying to develop a sensor to feed data into the quest and display it in a game. The sensor pairs well with both android and windows devices, but not so much with the quest. When I attempt pairing, it connects to the quest for a moment and shows under connected devices. Then, 2 seconds later it shows in previously connected devices and clicks on the connect button are unfruitful, it just ignores it. Has anyone had much of any success with Bluetooth on Quest 2, or is this a dead end? Also, the quest 2 doesn't like to connect to the phone that it has been paired to. WiFi signal is strong, tried with nothing connected to either on Bluetooth. Tried factory reset and disabled experimental features to fix these with little success. Would it be more feasible to give up on this and try to make it connect via local IP? Is the quest 2 more limited on Bluetooth than standard Android OS?
I'm using Linux, Manjaro, with the Gnome desktop. When I connect my Oculus Quest to the PC, I get no popup in the headset about giving the system USB debugging permissions, and adb devices -l says:List of devices attached1PASH9ADMX9305 no permissions; see [http://developer.android.com/tools/device.html] usb:1-1.4 transport_id:13If I disable developer mode, then I get a popup to allow access to the file system, and this has no checkbox to remember my choice, and the device isn't visible in adb, and I can't access it as an Android device. I had this work fine on Manjaro XFCE, but now it doesn't function for some reaosn. I have yet to restart my PC after installing adb, so I'll see if it works after a restart in the morning.
Hi I am using multiview along with unity’s built in standard shaders. It results in double the drawcalls when I am using oculus link. I wonder how to avoid getting double number of drawcalls? Thanks
Hi there, My game has been for months in App Lab. My game is Dogfight Elite, a multiplayer combat flight simulator. You can check it out here: https://www.oculus.com/experiences/quest/3881629141886138/ The question is, what do we need to do or how long do we have to wait until it is out of App Lab and into the public? Right now, it's getting so little users and reviews it's like it's not even there. Nobody is able to find the game unless spending a fortune on ads to link to it. This sucks for small dev teams like myself. I made the game mostly alone (except for the menu graphics). No way we can compete with the visibility of the big guys who can spend a fortune on ads and we don't even get the app published to everyone. How do we go about this? How long more do we need to wait?
Hello So I'm noticing some frame and GPU utilisation increases when I change the refresh rate of the Quest 2I'm using the latest OVRMetrics to view the numbersApp build with Unity 2019.4.34Changing refresh rate using SideQuestThe app is a steady 72 when at 72hz GPU hovering around 85If I change the refresh rate to 90hz the app hovers around 74-76fps but GPU goes up to 96Going to 120hz pushes the GPU up to 99 and drops the app frame rate to 69-70fps Is this to be expected? Or maybe its a bug with the OS (version 39.0.0.86.336)I don't need the app running more than 72fps but even if I set the OVRManager.display.displayFrequency in Unity, the OS appears to override it when I change the refresh rate
I want to add a screen(actually cube) im the scene, and when I hand pokes the screen, it will store the poked coordinate of its local system in a variable.How to get the coordinate when it is poked?I can't find any API to do this.Background:Gonna to make a VR remote desktop, and I'm using the oculus integration SDK.
I applied rigidbody withoud kinematic to hand visual and objects, and I also modified the script HandPhysicsCapsules to change the kinematic of the rigidbody component of generated capsule colliders to false. However, when I ran the demo, hands themselves can't pass through but they can pass through objects(though objects also interacts with hands, i.e. they are hit and moved).And when I hands were put on the table and move down, it just passed through the table instead of stucking on the table.
Hello, the review advised me top Update the Metadata.but everytime i try to, i get These error Message. What can i do?
I m gonna export this VR headphone to other countries and the airline need to UN38.3 test report.anyone has a link or something smillar UN38.3 test report??I need it urgent!!!!!!!!
Hello, Would it be possible to publish a "non-VR app" on Applab or Quest Store? such as Facebook app on Quest??
I was really excited about platform features becoming available for all devs, but it seems like the current state of the OIP is just terrible. Hands don't work properly. Error messages all around. Does anyone know if the Unreal version is any better? I might just switch over if it is. Really disappointed with the unity package. 😞
My game using UE 4.25 has worked perfectly for a long time but after the latest Quest update 0.39 it will no longer launch. All that happens is the home menu disappears for a few seconds and re appears. It doesn't even generate a log file if I make a dev build. Lots of users are reporting this same issue. What's interesting is the game will launch normally from sidequest or the developer hub. Hopefully updating to 4.27 will help but I'm curious if anyone has any other suggestions?
Can someone please help Can someone please help At one time, you're able to expand the Explorer page by just hold the trigger on the corner now it does not please advise
I'm developing a Quest app in Unity that primarily uses hand tracking, but uses controllers in the beginning to align the VR content with real-world space. When the app starts we would like to display a message instructing users to enable hand tracking in their Quest settings, but only if hand tracking is not enabled; to reduce friction we'd like to skip this message if hand tracking is already enabled. Using OVRPlugin.GetHandTrackingEnabled() only tells me whether controllers or hands are currently being tracked, it does not tell you if hand tracking is enabled in the Quest settings; since the users will be using a controller in the beginning, that bool is always going to return false until the calibration step is completed. Is it possible to query the system settings to see if hand tracking is enabled?
Any idea why after adding controller vibrations random crashes started while playing standalone Quest2 and whenever trying to servertravel why haptic are ON?
Hi guys, I've managed to create a matchmaking lobby unfortunately I'm stuck at trying to JoinSession() on the second headset. I read on https://www.reddit.com/r/unrealengine/comments/optd6y/the_secret_oculus_quest_2_multiplayer_guide/ that listen server Quest-Quest is broken in 4.27?
Hey! I am gonna be buying a quest 2 soon. But I really don't want to deal with charging the battery. I want to keep the battery between 20%-80% charge (The level of charge in which the least amount of damage to the battery over time is done) So I was thinking about developing a background program that disallows charging at 80% battery and automatically begins charging (If plugged in) at 20%. Or if provoked it would charge back up to 80% from whatever charge it is at. I would also like to be able to disable this feature if I was to bring the quest 2 outside of my home, say to show VR to one of my friends. This would not only reduce strain on the battery but it would increase the amount of play time available while using an attached battery bank. Though the main goal is to be able to not to have to end my play session early due to battery life or even completely run out of charge while in the middle of a play session. I am not familiar with the limitations of quest
Dear community, I am working with an APK developed by a developer in our team. In the Oculus Developer Hub application on Windows 10, I select the Quest 2 under My Device, select Apps and "Upload" in the field "Upload an APK", select the APK (as described in Deploy Build on Headset | Oculus Developers) and then the following modal is shown for about 5 seconds:After a few seconds, the modal disappears and the list of applications stays empty, even after 30 minutes:The computer is connected to the Quest 2 with the USB-C cable and the Quest 2 is turned on. Please let me know how I could install the APK on the Quest!Thanks in advance!
Hi,Sorry that this is a really basic question but I couldn't see how to find the answer. I want to be able to track my player throughout the game (on a Quest 2) and then download the data (where they went, what they did etc) onto a PC - could someone kindly point me to where I would find out how to do this? Many thanks
Hello everyone, I am currently developing a VR game within Unreal Engine 4, and I am trying to ascertain within my blueprint whether or not the player is using a room-scale or stationary boundary while in VR Preview. I have attempted to work with the nodes within the Oculus Library - Guardian folder, however they currently don’t appear to be returning any values. Does anybody know if there is a more simple way to attain this information? The only value I need is the player’s boundary type.
All of our apps on Quest 2 use a voice recognition UI. Starting with OS version 38, our voice recognition can't access the mic if we're recording video. Our headsets that still have OS version 37 can still record the in-headset audio and access voice recognition.
Hi all, I'm a trauma surgeon and have been developing an advanced VR trauma training program at my university using the Quest. I've been combing the Oculus website trying to figure out how to get in touch with the actual company to see if they partner with research universities for these kind of projects. Was hoping someone on the forums (or a moderator) could help me out with some contact information. Thanks! -Alexander Colonna, MD MSCI FACS
I was thinking about developing an app that uses fitness data.is that possible for a 3rd app to get access to the data?some SDKs?thanks a lot!
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