Quest Development
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Currently we are working on the Oculus Multiplayer Features, concretely with the Group Launch, Invite Link, Invite to app... We are using Unity v2019.4.17f1, OculusIntegration v32.0 and OVRPlugin v1.64.0 One of our main problems is that we didnt found a way to easily discriminate the source of the launch, when it come from Invite to App, Invite Link or Launch Group. Using the tool LaunchDetails the response we obtain is that it is coming from DeepLink (LaunchType, LaunchSource) Acceding to the method LaunchDetails, we are trying to ask with wich users is he trying to acces to the game, when they are using Launch Group, using their methods launchDetails.Users and launchDetails.UserOptional. But both come empty. When the user come from any of this mentioned sources, all of them launch the same event SetJoinIntentReceivedNotificationCallback. Using as callback the message OnJoinIntentChangeNotif(Message<Oculus.Platform.Models.GroupPresenceJoinIntent> message) the info
Hi, I have questions while reading the VRC requirements for Oculus Store.1. Is it mandatory for Oculus Store application to support streaming of interactive/immersive VR content?2. Handtraсking input - is it mandatory or optional input type? Thanks in advance for your reply!
Hello, I'm running into an issue where my scene loads up with sound working perfectly, but when I switch to a new scene sounds are completely gone, but only on Quest 2. No issues at all on Quest 1. And on Quest 2, if I take off my headset, let it sleep, and put it back on, the sounds are back and work perfectly.Also, if I go back into my main scene, the sounds come back, but when I switch scenes I lose them again.Has anyone experienced anything similar? It doesn't happen in the editor, or with the Quest 1. It's just the Quest 2 for some reason.
Hi, I was just thinking if it’s possible or not for a steam app to be released on the oculus store for quest and quest 2. This app would let us play pc games on your all in one headset without a high end pc. Meanwhile on pc, steam could have a section for games that, when bought, will also profit meta. This would open +100 opportunities for more income and recognition for oculus and meta. Plus the community will be forever grateful. In short, I guess I’m just curious if a collaboration with steam may be on the table. Thanks very much.
We are experiencing some issues with the development of our museum for the Oculus Quest. For a true, lifelike representation of paintings, it's vital the colours of the canvasses in-game match the real works. We are satisfied with the way the colours are represented on the Oculus Go, and on the rift, but on the Quest, the colours seem a lot more saturated. Could the displays be that different or does Oculus use some kind of post-processing colour correction? When we made a video capture for demoing purposes on the Quest, the colours seemed more natural than experienced in-headset. This suggests that the display of the Quest has different colour properties. We have been thinking about doing device specific post-processing colour correction but future changes in the Oculus hard/software could cause us to have to redo these every time. We would love a more future-proof solution. Has anyone else had this experience?
I have an idea for Horizon Worlds I'm just curious since I'm a content creator and have been a beta tester and love the application but I'm curious if we will ever get to stream our computer to the app so it's easy for us to have shows such as live DJ events, and etc. It had come to my attention that it is very difficult to add any type of music, we also have ppl in horizon worlds monopolizing on ppl who want to add music to their worlds and it's very unfair. Their is an app called altspace and you can stream your device by useing their extension from google. It helps with presentations and straming for events.
Hello, We would like to launch an application on App Lab that sells licenses in-app functionality off-platform via an external website and Paypal. Please let us know if it's against Oculus Policies. Thank you,
Hi! I was able to select Quest just fine in Unity's Build Settings - Android - "Run Device" selection while being USB-connected (I have Developer Mode enabled on Quest etc.). Now however, Quest won't show up anymore in that list, even after restarting the PC, the Headset, as well as clicking Refresh on the list or changing to a different USB socket. (The USB connection itself works, as I can see the battery status change when plugging in.) What can I do? Thanks!
Curious to know if anyone has tried the new GTX 1650ti chips with Oculus Link. We need to get some new multipurpose laptops and the new XPS 15 is Our preferred option. It seems like the 1650ti should make the grade, but I don’t want to invest in a bunch of laptops if it just doesn’t work. Has anyone had a chance to try this combo yet?
Several of our mobile devices are experiencing a crash in the Oculus mobile app ver. 149 when swapping between release branches.This occurs when swapping in the mobile app for us between our Production build to BVT/Release Candidate dedicated channels. It does not appear to be our build related, as we can launch it directly via USB. But unfortunately we cannot swap release channels, and download these builds. And in the case of one build, it had successfully been swappable and downloadable before the 149 update.The big question is, is this us? Something we can correct or are other developers seeing similar issues?
Hi all, I've recently been working on adding indirect draw calls (using Unity version 2020.3.25f1) with our app. I've noticed some unexpected results from render stage traces in RenderDoc for Oculus and I'm wondering if anyone has insight into this. As part of this, I've been switching code from using Unity's Graphics.DrawProcedural() function to Graphics.DrawProceduralIndirect(). (On OpenGL, this corresponds to the glDrawArraysIndirect() function). As a baseline, here's what a render stage trace from our app looks like using direct rendering (DrawProcedural). There are two surfaces, corresponding to the outputs for each eye. This screenshot looks correct to me, and appears logical. The next screenshot below is from indirect drawing. The app logic is the same as for the first screenshot, other than that the draw call parameters are uploaded from the CPU to indirect arguments buffers and then rendered with indirect draw calls using Unity's DrawProceduralIndirect
Hello, OVRManager.batteryStatus is obsolete and we should use SystemInfo.batteryStatus.But this is not working properly. When the Oculus Quest 2 headset is plugged with the original charger, the SystemInfo.batteryStatus returns NotCharging.According to the documentation: NotCharging means it's plugged in, but it is not charging.It works when playing the game on the PC (Unity) with Play, but not in the actual headset.It seems this is bugged.Can anyone confirm this?
Please upgrade the URP examples to support URP or at least provide URP compatible shaders that work when the materials are upgraded. Thank You
Hello we are developer that some VR application on Quest platform.And we are now using Oculus Quest2 for dev machine. From yesterday, our quest2 was not working in error loop;tracking lost -> setting guardian -> Lobby menu -> connecting PC-> tracking lost * OS version 26. We did almost everything in internet workaround .- power off and restart - Reset to factory setting - unpair / repair controller - go to settings > device > hands and controllers > switch hand tracking to on or off- Change to another places - Giving additional lights (but it was working before in that place)- C:\UsersUSERNAME\AppData\Local\Oculus and deleted all the "Guardian.txt" filesBecause we are developer in Korea, which means there is no A/S center nearby. Is there any other way we could do it? Our app dev is stuck on this.
Game is in Unity 2018.03. Just uploaded a build fine on 3/29. Went to upload a build today and I get "APK not signed" error. I've done the exact same build process I normally do, and it appears to be signed just fine using the same key I always use. Anyone else having this problem?
I'm getting the users information with the script below. The id it returns is the id listed on the game API section under userid. See image. 420************** However when i authenticate with Oculus from my web site it returns a different number. 659************How do I get my app to not use this application specific id for debugging and testing? void Start() { // First thing we should do is perform an entitlement check to make sure // we successfully connected to the Oculus Platform Service. Entitlements.IsUserEntitledToApplication().OnComplete(IsEntitledCallback); } void IsEntitledCallback(Message msg) { if (msg.IsError) { TerminateWithError(msg); return; } // Next get the identity of the user that launched the Application. Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback);
Dear Support!We are developing a free App for Oculus Quest 1 and 2.In our office we use up to 20 separate devices to test our app linked to the same account.Unfortunately we started to get into the issue. Our free app is not working anymore on more than one Quest simultaneously. It says that we should purchase this app on a different account. Which makes no sense, cause the app is free. Also it’s a problem for us, because we'll have to create multiple dummy accounts for all our devices.Could you please suggest a workaround for this issue. Thank you in advance!
I enjoy watching Disney+ on the Oculus/Meta browser and using the theater screen mode so I can reposition the view up so I can watch while relaxing in my recliner. I am having 2 issues. The first issue is the headset started going into standby mode after about 15 minutes, even though in the settings I have it set at 4 hours. The second issue started after the last update. This issue I am unable to reposition the screen to watch the shows in the upper position. when I try to reposition the screen, it goes back to the default position after I click confirm. Any help would be appreciated. Thank you
Looking around online, I didn't see anyone having made an alpha texture available to use for the wrists to fade out. So, here's one at 256x256:It's a mesh gradient from illustrator. This is what it looks like multiplied to the alpha of a fresnel:
Hi there, not sure if this is the right spot, but any guidance or redirection would be appreciated! I have been having problems disabling the proximity sensor for the quest 2. I have tried rebooting my computer and the quest to no avail. I am currently trying to use the Oculus Developer Hub to disable it, however it simply will not toggle off. I have tried sending other commands such as disabling the guardian, and that works no problem. Additionally, I have tried to run the proximity sensor commands via shell adb with no luck, as well as using the toggle hotkey but I am simply met with an error:"Unknown Error: Proximity Sensor could not be toggled off".I have done this previously on my own personal quest 2 device with no problems, so I'm unsure what could be the problem in this instance.Thank you in advance for any help!
We've had a couple of players report they don't see their hands in-game now after the v37 OS update with controller firmware applied. Have tested on numerous devices in the studio for pre-v37, old and new avatars enabled, no avatar set, firmware not/applied etc and seems inconsistent replication, i.e. can only replicate on one device that has v37 & controller firmware but it's fine on most other devices in same state. attached logcat
I cancelled the submission and it still says In Review, my first time submitting an app for Quest and totally screwed up in a haphazard way and now I can't use Data Use Checkup properly. my best friend is very angry with me and I'm getting depressed, help me out.
Hi, I recently bought a new Oculus Quest 2 and tried to connect it directly to my PC for development, the problem is I cannot connect my PC with Quest 2 via its included Type C cable, it doesn't show me any messages, or alert box, instead it just charging, I searched every possible solutions and still didn't work. In my PC, I also can't find Oculus device in device manager even connected with usb.Developer Mode is OnThanks!
We are using the latest Oculus adb drivers, but the Quest in developer mode won't be detected by the PC once plugged in or started up whilst it is plugged in. The Quest seems to need to be plugged in while on, then restarted while still plugged in to be detected. Is this expected and desired behaviour? It creates a few extra minutes of hassle every day when setting the device up for building and testing on from a development PC.
Dear All,I have a very basic material being rendered on a spheric mesh, which appears correctly at the beginning but starts changing in a recursive manner by increasing the size of the rendering mesh like this video: youtu.be/7s9cxypgUWEHere is the flipbook I used:Any comment is highly appreciated.
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