Quest Development
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I keep getting three dots when I download an update from the store. It happens when the download is a partial update, not a full reinstall. I have to uninstall and do a full re-install. Looking at adb logcat, I see that it is not finding an obb patch file: [GameActivity] Checking for file : patch.com.gamecompany.XXXX.obbUE4 : [GameActivity] which is really being resolved to : /storage/emulated/0/Android/obb/com.gamecompany.XXXX/patch.com.gamecompany.XXXX.obbUE4 : Or : /storage/emulated/0/obb/com.gamecompany.XXXX/patch.com.gamecompany.XXXX.obbUE4 : [GameActivity] ... Whoops... missing; go go go download system! What causes that? It's true that if I look at Internal Shared Storage/Android/obb/com.gamecompany.XXXX/, I do not see the obb patch file. I see the main, and the additional overflow obb which is never mentioned in the adb log.
Hello!I'm trying to make a grab scene with my Oculus Quest 2, but not working. I've try with CustomHands Scene but hands rendered upside down and tracking not working. I've try too with OVRHandPrefab + OVRGrabber, tracking and rendering are good, but grabbing not working. OVRHandPrefab doesn't have Grab Volumes and I cannot see the hand in Editor (for creating these Grab Volumes). Any suggestion? Thanks!
Hello,I'm trying to use an external USB-C camera connected to the Oculus Quest HMD. I'm trying to access to this camera in Unity. When connected, I'm using Android native API to ask for USB permission. But unfortunately the permission dialog does not appear, I can see the 3 dots screen instead of my app until I disconnect the camera in order to get back in my app.Is there some specific configuration to do in order to ask USB camera permission?And is it possible to switch my app in non VR mode just to check if the permission dialog appear in this mode?Thanks for your help.
Hello all, I just wanted to share a pictures of my travel VR rig setup @ GDC 2022 in hopes that it helps others in the future that need to travel and dev VR on Quest. It is pretty much the most light weight and powerful setup I could put together. Macbook pro with bootcamp Windows & striped down external GPU (below the TV) plugged into an external touchscreen display. eGPU works with Quest through thunderbolt, no need to plug it to the GPU directly, it pipes through the laptops thunderbolt. It’s a slim travel setup for a VR dev, and works flawlessly so far with Unity and other VR games. I took some purchasing risks to try this out, so wanted to share the knowledge so others know that it worked for me. Hopefully this un-tethers someone from the home desk setup this summer. Everything fits nicely in a suitcase. Enjoy some enhanced freedom devs! 🙂 Jeremy K
Hi all, From all the resources I have screened, it remains unclear if my Oculus Quest 2 would work with my iMac (Retina 5K, 27-inch, 2020) 3,8 GHz 8-Core Intel Core i7 under macOS BigSur. I was able to setup ODH with ADB over Wi-Fi, but TwinMotion or Unreal do not recognize the device. Neither with the loading cable nor the Wi-Fi connection. Can I connect my OC2 with my iMac for game development and for preview functions in Unreal and Twinmotion?Do I need Oculus Link Cable for this?.I am confused. Can someone point me to the current state of affairs? Thanx
I'm considering buying a Quest 2 for our perception lab, but there's one question that I keep being unclear about, so I hope someone here can answer it: I need to be able to access the (23 DOF?) hand tracking data, and save it for offline analysis. So, I not only need to be able to put colliders on for instance the finger tips to initiate collisions with virtual objects in a Unity scene, but I also need to be able to read and store all the hand position data as experimental data. Has someone succesfully done that before?
It would be great to have performance counters and shader disassembly built right into Vulkan. Check out VK_AMD_shader_info, this way we can dump disassembly into logcat or even display in the app itself!It would be really cool if you would give us ability to write assembly directly, some of us developers wouldn't mind that also. Performance counters for a console such as Quest is a no-brainer but still missing somehow.RenderDoc counters are nice but what we really need is to be able to bake performance queries right in-between individual commands or submits if that's too hard. Then we can build custom built-in tools to optimize in a much tighter iteration loop than to fire up a RenderDoc capture every time we iterate on a performance issue. Thank you.
Hello, I'm building a custom engine, it would be really nice to get support for VK_KHR_buffer_device_address extension.XR2 with Adreno 650 should definitely be able to support it as my Pixel3A with Adreno 615 already does support it. Are we not getting support because Quest1s Adreno 540 wouldn't support the extension?We've already had Quest2 exclusive titles anyway, let us have the extension so we can bake the entire buffer addresses right into the shader. Thank you.
On Unity, I wonder if there is a way to get the pass through image. For example, grabbing that image and using it as a video texture.
WHY? BECAUSE IT WON'T STAY CONNECTED TO AIRLINK. I get it going, I am working in Unreal Engine I look at my work in VR,; airlink is working,. I take it off to do some more work, put it back on and it has STOPPED WORKING! Says: 'Not connected to WoodyComp. SO: just as I am getting info Flow State, I have to stop and spend 30 minutes putzzing around and reconnecting wifi etc,. reminding myself the Quest 2 SUCKS. There seems to be nothing I can do to re-engage it, even though it was working fine moments before,. USELESS! btw:I have given Oculus over a year to fix this before I start using words like garbage and crap. EDIT: SURE ENOUGH, If I reboot my Headset and COMPUTER every 5 minutes (or anytime I have taken the HMD off for more than a minute), THne I get a pairing code and all works as expected. It works if I wabt to reboot CONSTANTLY and NEVER GET ANY WORK DONE!
Im trying to do database system for my game. So im using UnityWebRequests for making it. Everything works on PC and i did tested it on my Android 10 Smartphone. But its not working on Oculus Quest. Its just gives me this strange error: Can someone help me?
So I’m having an issue uploading my app to app lab it just stays stuck uploading forever and never gives me any message or anything. But when I look at the ODH logs I see this..anyone know what could be causing this? Any help would be greatly appreciated! Thanks
Hello! I'm using FMOD, FMOD's built in resonance audio plugin and Unity. My problem is that I’m unable to get my audio to play over the oculus quest 2 speakers. I have a feeling it is to do with my project settings. I’ve tried to create a simple scene including an ‘OVRCameraRig’ (FMOD Studio Listener attached to the CenterEyeAnchor) and an FMOD Studio Event Emitter attached to a cube. When I press play on my desktop the audio works through laptop speakers//headphones but when I build and run the app to the quest I hear nothing…Perhaps it has to do with the audio manager of the oculus? My System:macbook pro running Big Sur 11.2.3FMOD Studio 2.02.04FMOD Unity integration: fmodstudio20204.unitypackage (ie. 2.02.04)Unity: 2020.3.26f1Oculus Integration: 37.0 Would appreciate any help! Thank you!
HelloI am trying to upload a virtual reality app for architecture in the oculus store via oculus developer hub.When I try to upload the app I get a banner with the following errors: ********************************************************************************** Your copy of Oculus Platform Command Line Utility is old. ** Version 1.67.0.000001 was released on Thu Oct 07 2021. ** Please use the following command to update it: *> ..\...\NUsersUsuario\NAppData\Roaming\Nodh\ovr-platform-util.exe self-update **********************************************************************************[1mValidating the compilation...[0mNOTE:Your manifest includes the following permissions restricted by Oculus:- android.permission.READ_EXTERNAL_STORAGE.- android.permission.ACCESS_MEDIA_LOCATIONPlease remove these permissions if they are not necessary for your application. If they are required, you must include a justification in the "Notes to reviewer" field when you submit your application for
Hey there,I'm using Unity (2021.1.28f1, URP 11.0.0) to build (Vulkan, Multi-Pass) for Quest 2.I'm desperately trying to get more perfromance for the application I'm making, as it's not reaching a constant 72 fps, but am stuck around 60 fps. I switched to Vulkan to be able to use Fixed Foveated Rendering and was hoping to thus gain the ~20% framerate increase I need. Unfortunately even though I'm GPU bound, activating FFR does nothing in terms of framerate, it just leads to a (barely noticeable) reduction in visual fidelity. Even at the highest level 4, I do not notice any speed-up, yet according to the Oculus Quest documentation the device should only have to render less than half the pixels! In terms of performance, his should be equivalent to reducing the camera's render target scale quite a bit, which, as I tried (reducing from 1 to 0.9) leads to the desired framerate of 72 fps.Now, I wonder: what is FFR really doing? The graphics in the docs indicate that only 46% of pixels (I
We're doing development builds to do profiling, (an Unreal 4.26 project) and it would be much easier if we could just download them from the store rather than copying them over the network. The same build that we're uploading runs fine if installed from the local version. But when downloaded from the store, it crashes:a null pointer dereference in FAudioDeviceManager::GetActiveAudioDevice() called from FOculusMRModule::OnInitialWorldCreated Anyone know what would cause this? Could it have anything to do with the apk name? I ask because usually we upload our development builds with the apk name format like this: GameName-Android-Development-arm64.apk Those uploaded builds will run when downloaded from the store, although we cannot do profiling on them for some reason. Today I changed the apk name to be GameName-arm64.apk which is the name it creates by default. With that name, the local version installs and runs, but when uploa
Is there a way to auto cast to a device "TV" when the headset is turned on?
Hello,I've been working with the Spatial Anchors for some days and I have an issue that I cannot Query anchors by Uuid.Here are my 2 scripts:https://pastebin.com/19xe6YJK <-Managerhttps://pastebin.com/SRch1ugx <-Placement When I create anchors I save them and them am able to re-spawn them with the QueryAllLocalAnchors() function. This gives a callback to SpatialEntityQueryResults(), which in turn calls more functions to create and update the anchor. Now my problem is when I try to do the same with QueryAnchorsByUuid(), I am able to get the Uuid info from PlayerPrefs successfully, but it doesn't give me a SpatialEntityQueryResults() callback, in fact it doesn't get past OVRPlugin.SpatialEntityQuerySpatialEntity(queryInfo, ref newReqId); and the "Tick 4" debug log doesn't get called.I don't know if anyone else has run into this issue, maybe this is one of the "experimental issues" and perhaps someone could take a look at my script for fe
My game has an APK and 2 OBB files. My question is when I upload my app to applab do I put one of the OBB files under the assets tab and the other under OBB files tab? Also does it matter what their names are? I know the names have to match the project .APK file name but if there are 2 different Obb files is it ok to put 1 and 2 on the file name anywhere? Or will it mess it up? Thanks
How do I open / edit an .ovrscene file ? I did try using Unity / Blender 3d but neither of these softwares seem to recognize the file format.Thanks
Hi. Sometimes when I try to add a user's email to a private app lab release channel, the system says the user isn't found. How can the user find the email associated with their oculus/fb account? Is it simply their fb email? Some users say they've sent me that but it still isn't working - can't say 100% they're sending me the right email. I thought there'd be a way to do this on the oculus app, but doesn't seem to be. Thanks.
I'm working on an application that uses the DebugUI. Everything works fine on the Oculus but if I try to run it in the "Game" view inside the Unity editor, there is no mouse support since it is designed to work with a controller. Is there any way to add mouse support so I can debug in the Unity editor and not have to wait forever for the application to build?
Hello! In my Unity VR app, I recently got a security vulnerability test failure: "Unsafe HostnameVerifier Defined". In previous security tests, this did not happen and I haven't changed any networking related code, but now I am getting this failure. Nowhere in my C# code is there any mention of HostnameVerifier (I searched the entire solution in Visual Studio) and because it mentions java, I assume this is a java-related issue due to one of the SDKs I'm using, but I am not sure how to track it down and fix it. The two suspect SDKs I'm using are Firebase Unity SDK (for cloud storage) and DeltaDNA (for analytics). But I'm not sure how to fix this. Does anyone know how to solve this issue?
Hello everyone. I'm hoping someone may have some things I can try here because I'm desperate. I tried to get haptics to work with a few tutorials and there doesn't seem to be anything wrong with my code. I've modified the OVRgrabber.cs to include the following. It started to work and then something either was modified or maybe altered to get this error below. OVRHapticsClip hapticsclip = new OVRHapticsClip(audioClip);if (m_controller == OVRInput.Controller.LTouch)OVRHaptics.LeftChannel.Preempt(hapticsclip);elseOVRHaptics.RightChannel.Preempt(hapticsclip); Everything seemed to be working fine but when I looked at the console I got this. Hundreds of errors appearing and I've tried everything to try to rectify this. I've replace OVRhaptics and the OVRmanager to the older version without success. I've opened the samples that Oculus includes with the integration kit and these all have this error too. There doesn't seem to be any performance problems which is
Hi, I'm doing "VR Development with Oculus and Unreal Engine" course on unreal learning. The lesson "Oculus Guardian" I can't seam to get "Is Guardian Configured" to run true on Q2 with link. Is it rift only? oculus subsystem is enabled and so is the guardian within the headset, running 4.26.
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