Quest Development
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Posting here in case someone is encountering the same issue or can knows a fix. We've created a build of our app (Unity 2021.2.8f1) and loaded onto a consumer and enterprise Quest 2. Loading the build on the consumer device loads properly, however on the enterprise device the app crashes during loading. Looking at both logcat logs the only difference between the two I can see are Consumer device reports VrRuntimeClient: RUNTIME VERSION = 37.0.0.147.112 Jan 22 2022 20:15:02 RELEASEEnterprise device reports VrRuntimeClient: RUNTIME VERSION = 29.0.0.271.370 Dec 14 2021 20:15:48 RELEASE And the consumer device calls VrRuntimeServer: CreateTextureSwapChain:https://gist.github.com/jkredzvr/2df6306a1708d004b980c034da804d4e where as the enterprise device calls VrRuntimeServer: CreateAndroidSurfaceSwapChain: before throwing a null exception and terminates the apphttps://gist.github.com/jkredzvr/120e7bfdf1317c9c7681c576cea56845 Does anyone have
Hi! The title basically gives it away - I am trying to find out if Quest 2 supports hardware accelerated decoding of OPUS audio codec. I can't seem to get this info anywhere. Any help appreciated. Thank you!
I have a Quest VR app that has its own portable scene file format (*.VRPZ) (VR Package Zip file), and want to allow Quest users to share scenes they create via email attachments - In Quest browser you can open GMail.com. When the user gets sent a vrpz file an attachment/link in the email (like the way Zoom links work) and they click on the link/attachment, the scene is supposed to be opened up in my app. Is it possible to associate my vr app with the .vrpz extension ? I tried adding intent-filter tags to my AndroidManifest.xml, but when I click on a .vrpz file in the email in Gmail in the Quest browser, I don’t see my app under the “Open with…” button. How can we enter VR rooms from Quest gmail the same way we enter Zoom meeting rooms from email links? Thanks!
I am doing a project where I would like to mount a depth sensor such as a 3D depth camera, sonar or Lidar onto the HMD, to detect obstacles in real time and then represent them as point cloud data or 3D meshes onto the display. This way the wearer can navigate more safely. It is important that I can scan and represent the objects as meshes dynamically in real time and not statically scanned beforehand. Then I would have meshes change colour based on the user's distance from that object. Bear with me as I am clueless on how to start and never used sensors or created an algorithm for the Oculus quest, used unity or anything of the sort. For example would I need an adruino/ rasberry pi to for the depth data or can it be somehow handled by the Quest 2 and using Unity (or unreal idk which would be best to use)? Additionally any recommendations for a cheap depth sensor less than €100? I need it to preferably have a FOV of 90 degrees or better. Remember it needs to go onto the parti
Im trying to get the raw data for each finger, i have tried using the skeleton data in OvrAvatarEntity, but this is not the raw data. the SDK must set it before this but i cannot find it , does any one know
Hello, Yesterday I started up my Quest 1 to find that it had auto-updated to OS v38, and all the unit's internal save data had been erased. In addition, I'm not able to access the Store to install anything (I just get "Oops! Nothing to show here."), starting apps from the iOS App doesn't work, and manually installed APK's also don't run. I've tried a Factory Reset, toggling Developer Mode, signing in and out, but it seems there's no way to downgrade back to v37 to get some functionality back. A colleague of mine also with a Quest 1 has confirmed exactly the same behaviour on her device - after the auto-upgrade to OS v38 all functionality is lost. Has anyone else found a way to downgrade? Or any other solution? Or is the only option now to wait until OS v38 is patched for Quest 1?
I had a bug where I could not disable the Quest 2 Proximity Sensor from ODH (Windows). Was stuck on a spinning LOADING... cycle Tried:Followed what the forums suggestedUpdated Oculus Software on deviceUpdated all SDKs via ODHNothing worked. What Worked:Plugged Quest 2 into Mac and toggled the settingReturned to PC and it worked there too¯\_(ツ)_/¯
We started getting this message when uploading a Development config build. I see several other posts referencing this error, but none of them have any solutions. Any idea what causes this? If we upload in Shipping config, it works. And this same Development build upload was working last week...
Hi to all!I am struggling with integration of Meta Avatars 2 into existing project.You can see errors I am getting in the build:More details you can find in a post at the end of this thread:https://forums.oculusvr.com/t5/SDK-Feedback/Meta-Avatars-SDK-Feedback-Issues/td-p/894217
Hello.My goal is to create / hire someone to help me create group hypnotherapy sessions.-Music-Nature immersions-My voice overCommunity with Oculus glasses. I would like to know if you have someone I can hire / List of affordable developers? HERE in this forum / other - Examples of others applications? First Steps and the COST OF DEVELOPMENT and do I get a discount o the glasses for my group?
My game (Starfighter Arduxim) is made with Unity and Photon - for multiplayer it copies the Oculus.Platform.Models.User.OculusID field to PhotonNetwork.playerName so player names show up on the in-game scoreboard.. I'm being told by the Oculus Data Protection Assessment team that the transmission of the user ID needs use TLS 1.2 as that is the 'industry standard', and that if it doesn't my game will be removed from the App Lab. Photon doesn't support TLS 1.2 and it sounds like overkill to me to require it just for the user ID, as TLS 1.2 is used for things like secure web pages. The person emailing me doesn't sound like they know what Photon is which makes me think they aren't familiar with how multiplayer games work, and it would explain why they expect encryption more suitable for a business productivity app. Can anyone at Oculus shed some light on this? Is it just a misunderstanding on how my game is using the user ID? If TLS 1.2 is required, how is this achieved when usin
Hi. Im making game rn, and trying to add own database-based cloud storage. So i need to get Oculus ID of each player to send it to database. And its working perfectly in Unity Editor, but when im trying to do same thing in Quest - its just returning null, and there is no errors.Can someone help me? And i actually think that this problem is because of Platform.Core.Initialize(id), but idrk.There is my code btw: public static string OculusUserID = ""; private void Start() { Oculus.Platform.Core.Initialize(); Entitlements.IsUserEntitledToApplication().OnComplete(EntitlementCallback); } void EntitlementCallback(Message msg) { if (msg.IsError) // User failed entitlement check { Debug.LogError("You are NOT entitled to use this app."); UnityEngine.Application.Quit(); } else { Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetOculusUserIDCallback); De
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I’m sorry for the blurriness but I’ve tried to cloud sync my photos for the past week and NOTHING has worked. There’s literally no cloud sign. And yes it’s up to date.
Hi all, really hoping someone might have experienced this same problem and found a fix, as it's really frustrating to not understand WHY this is happening.I'm Using Oculus Link and Unity to iteratively develop and test (using the play button in unity, which automatically plays on the USB connected Quest).I'm following the guidance for using UI helpers on a canvas object and have had no problems with being able to interact with all aspects of my UI using the touchcontrollers and the included raycast and linerender "Laser Pointer" script.The problem i'm having is when i come to do a build. Everything builds fine, with no errors but when I play it on the quest, the laser pointer/ line renderer not only doesnt show up it doesnt give me any interation with the UI when running on the Quest.Even stranger is the fact that when I plug my Quest back into the PC and start developing again in Unity, the problem then appears there. None of the UI interaction is working and the line renderer doesnt
I am getting error on logging in using the correct credentials. Is it possible that I need to use an unmerged account? Or why am I not able to access. Trying to upload new build. Thank you
So my quest2 says I have no apps and won’t let me view my profile or any of my friends. At first I could view my games but when I clicked on them it just brought me back to Home Screen. So I restarted it then non of my apps were showing up. This is upsetting spending money on a bunch of games and not seeing any of them when I turn the oculus on
I'm playing around with meta avatars, and own a CV1 and a Quest 2. Is it possible to test multiple avatars in quest using a CV1 in windows unity preview mode for user A and a standalone build on quest 2 for user B? I'm using a Meta Avatars Template from Unity asset store - and when I try the above I get a functional avatar from the quest but not from the CV1. Is there a way I can do this? Would be preferable not to have to buy another oculus headset 🙂
Hi 🙂 I am currently experimenting with the new Interaction SDK for Hand Tracking which allows pose detection. In addition to creating a static shape recognizer, I also want to access the continuous data of the hand, mapping the curl, flexion, abduction, opposition of the fingers as well as the orientation and direction of hands to controllable values. I would really appreciate it if someone could let me know which APIs and scripts to refer to. Thank you! Chen Liu.
So I’m currently attempting to connect my apple magic keyboard and a Bluetooth mouse to my quest. I keep getting this pop up that says incorrect key or passcode. I can never finish pairing. Any idea on how to fix this. I have tried to uninstall and reinstall the quest app as well as setting up the quest as new. I would greatly appreciate any help.
good evening everyone, i have an issue that when i follow your instructions when i forgot my pattern i have to go to the oculus app.but when i try to connect the app and the headset it still asks me for a pattern soo how can i reset a pattern if i dont know the pattern.i have read that there are a lot more cases like mine and i dont get how a big company like this can make such a huge mistake.i hope you guys can fix this because im not factory resetting my quest.
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Hello! I submit app and received some bug from Virtual Reality Checks (VRCs).Please help me how to fix bugs VRCs:1. vrc-quest-streaming-22. vrc-quest-security-23. vrc-quest-tracking-14. vrc-quest-performance-15. vrc-quest-performance-36. vrc-quest-input-37. vrc-quest-input-88. vrc-quest-functional-1/9. vrc-quest-functional-3/10. vrc-quest-functional-5/11. vrc-quest-functional-6/12. vrc-quest-functional-7/13. vrc-quest-functional-8/Thanks a lot,
I dont have my Oculus Quest 2 Yet. But i have some experiences with Rift S, and over all some times like in beat saber tracking cameras could not keep up, so i was thinking, if can be good idea make something like Elite head strap with more cameras for 360 coverage, is it possible without pc vr?
Hi, bit of a newbie question: I have ODH installed and I can connect my Quest 2 to it via the cable. Once that's done I can activate wireless link and remove the cable for dev work - everything works nicely. When I step away and return to it the next day, however, I have to repeat the process - plug the cable in and activate wireless. Is there a way to actively set it so I don't have to keep plugging the cable in every time?
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