Quest Development
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Super beginner question, so I have unity VR build and I am able to upload my apk file to my oculus quest 2 directly. But I want to be able to play this game as a build on Oculus desktop. Is there a way to do this? Do I need to make it a standalone app on sidequest also do I have to be approved for applab nowadays. Thanks for the help.
I want to create an Augmented Reality project for Oculus Quest 2 which as far as I know, can't be done via passthrough API since I need to get information from what the user is seeing and preffer to have full color display.I have few questions about how to approach this.I want to capture image from that camera, add things in a pc to the image and then stream with as small latency as possible the finished image to the oculus quest 2, do you have any idea how I could do that? Specifically the "stream with as small latency as possible the finished image to the oculus quest 2" since I want to make it look real time like
I'm new to Quest development and have created the test app from https://developer.oculus.com/documentation/unity/unity-tutorial/. Part way through I did a build and run which worked perfectly. Then I went back to Unity to finish the tutorial. After I finished the tutorial, I did another build and run which completed successfully (no displayed errors). But, when I clicked in to the app on my quest, it was still the first build. So, I did an uninstall from within the Quest and tried the build/run again. This time the app didn't appear in the Quest's "Unknown Sources" list like it had before. Then I remembered seeing the "adb logcat" command so, I tried running that in a CMD window while doing a build and run. I have no idea what these errors mean and couldn't find anything online about them. Any help would be greatly appreciated. 02-06 10:44:14.753 802 818 D installd: Found valid user 10 02-06 10:44:14
I'm brand new to Oculus development, so definite newbie here. I'm attempting to follow the instructions at: developer.oculus.com/documentation/native/android/mobile-studio-basics/ I haven't set my Quest to developer mode yet so I figured I'd see if I can just get the sample code to build. All seems fine until I select Build->Make Project from the menu bar to start the build. It ended up reporting the following error message: Execution failed for task ':SampleFramework:Projects:Android:externalNativeBuildDebug'.> Unexpected native build target sampleframework. Valid values are HandMaskRenderer, HandRenderer, Framebuffer, SurfaceRenderApp, Appl, HandModel, Android One thing that was not clear from the documentation. It tells me to: ===QUOTE===Select Target Configuration, Build, and RunMake sure you have followed the configuration steps in Device Setup - Oculus Android and Android Development Software Setup to ensure your device and development environm
Hi guys, two questions about development on new Apple M1 pro/max macbooks:Is it possible to connect/detect Oculus and render VR application using internal GPU?Is it possible to remote debug VR application (using Chrome debug or other tools)?
Hi I am looking for ways to transact payments or display images to purchase as art. These transactions would be registered to an outside application other than oculus. Is there any current way to do this? Thanks in advance!
when i plug my oculus into my pc it wont show up in my files as a drive
So, I'm having a problem implementing oculus quest passthrough in a project I already had in unity. I managed to get passthrough to work, but some objects are not showing up. For example, the menu appears, the avatar's hands appear, but the controller does not appear, nor do some lines that are generated when starting the game. I noticed that the lines and the control appear when they are behind the avatar's white gloves and also when they are in front of the panel (canva), semi-transparent, of the menu. Do you have any idea how to solve this?
Hi all, had an interesting enquiry from an client that would like me to build an experience to be used by the public. Obviously I can side load the experience but is it possible to bypass the home menu on quest and have the experience boot up as soon as the headset powers on?
We need to have more than four accounts per device. We are a large family and four accounts per headset is not going to cut it. That is like saying you have only four users per PC or four users per gaming console. I feel like this is a way for Oculus to try and get us to buy a second device. That is not going to happen. My children are getting mad at one another because their game data is getting used by the other players in the house. For my peace of mind add more users accounts to each headset. Why you would put this kind of restriction on a piece of equipment baffles me.
So, I have an excel project that I'm working on from home. Figured I'd try the new desktop feature on the quest to work on my computer. Drew in the keyboard area. I could have sworn last time I was playing around with this; the quest created a passthrough of the table I was at last time. But there was just a surface, nothing on it. Whatever, it's not like I'm not fluent on a keyboard, but least I had an idea where it would be. Well, I tried to load up Virtual desktop. I noticed both my hands disappeared and so did the desk. I knew my hands were being tracked because I could activate the home command with my fingers. Whatever, I figure, what to expect from a third party to not support this. I switched to cable link via built in app. It said this app is not available with desk on. Tried the airlink, same thing, not available with desk on. What's the point if I can't work on my computer?
Any and every game's multiplayer network is giving me the error, "failed to connect." Tuesday of this week, my quest worked normally. Wednesday I tried to log on to play Cook-out with my wife and the network failed to connect. This seemed strange to me because we were using our wifi to communicate in a party. We gave up and tried Elven Assassin, Gun raiders, Racket Fury, and Contractors, all of which also didn't load the multiplayer game giving the same error. I disconnected and reconnected to the wifi.I uninstalled and reinstalled gun raiders.I restarted my oculus twice, did a hard reset twice, and even ran the battery to zero.I checked for updates, and finally there was an update today which did not fix the problem.There's nothing online that talks about this problem within the last 6 months. I tried the recommendations from early 2021 with no success.Any help is appreciated.
Would love to see the ability to use a phone in the home setting. Since the quest already connects to your phone, seems like it would be a possibility?
Hey all. I've had this nagging thing in my project for a long time now and I've just kind of danced around it, but it's getting to the point where it's a real show stopper.Imagine you have a game where you're holding two automatic pistols, and you're holding down the trigger with your right hand... and then fairly frequently it just stops firing. You're still physically holding the right trigger, but it's not shooting, and never actually triggers anything set to happen on the release of that trigger/button (no "OVRInput.GetUp" response. Worse, often when this starts happening, it starts triggering the gun in the LEFT hand to start shooting as if that trigger is being held instead.My gut reactions are "Hmmm... I must have some faulty equipment?" but honestly this was happening when I was doing development on this same project on a classic Rift 1 as well... so, I don't *think* it's that.Or, "maybe my triggers are physically dirty, and it's making the capacitive nature of them
Hi. I can see phone notifications on Quest 2 screen. My wish is to mirror the phone screen to the Quest 2 screen. For example, being able to see a screenshot of an open program on the phone exactly on the Quest 2 screen. Why would you need such a thing? The drone camera image appears on the mobile phone screen while being controlled via the drone controller. I would like to fly the drone from its controller and see the image on the Quest 2 screen. Vive company has been working on Cosmos XR for a while, its upcoming product "Welcome to XR, where the physical and virtual worlds intersect and interact." in the form of announcing. What if everyone mounted their own mobile phone, like a selfie stick, with a piece on the Quest 2 device! What if we switched to Extended Reality (XR) technology on the Quest 2 screen when we opened the camera of the phone, only with the cost of the apparatus? Of course, through your appropriate software. Representative pictures are below.
Hi all! I'm making an hand-tracking game as a seated or standing experience.While standing, the user sometimes move around a bit, after time its offset causes the game to act weird for obvious reasons. While recentering with controller is very easy and intuitive, doing so with hand tracking is pretty complex, therefore I'm doing an automatic recenter if an offset is detected. It works with Link but not with Quest 2. Is there a way to do a recenter in Unity without moving the whole game objects in the scene? In Unity, this line doesn't work for the Quest 2 (does work for Link):OVRManager.display.RecenterPose();With controllers it's ok, I guess, but for hand-tracking I believe we need a better solution than disabling this option. Alternatively - is there a way to mark the experience as seated/standing and make this line work for the Quest 2? Many thanks! Similar to this subject
Hello there, I am totally new to Oculus development and my question is very basic:How do I install the Mobile SDK on my Windows PC?I searched the official "Mobile SDK Getting Started Guide". They tell you a lot about Android Studio and other SDKs like Android SDK, NDK, etc.. I have followed all those instructions. But I cannot find a guide on how to install the Mobile SDK they are always referencing.I have also found the download page for the Mobile SDK. But what am I supposed to do with the folder that I have downloaded? Best regards,FernetBro
I've been developing a VR space shooter game for the better part of a year now, and I've finally taken a good look at the OVR metrics tool for measuring performance.Unfortunately, I've found that even when material batching everything in the game, I routinely struggle to reach 60 FPS whenever terrain is switched on. It looks like I'm coming to a decision point between dropping terrain from this game (ie: making everything happen in space) so I'm wondering if the Oculus Store fill flat out reject the game if it fails to achieve 72 fps (note: I haven't tried SpaceWarp yet; looking to add it to my project once it's a bit more stable). Video here (at substantially higher graphics settings than the planned quest version)https://www.youtube.com/watch?v=HoC-xfeNZ84
I can log in to Facebook from my PC and download a screenshot photo from my glasses, but why do I have to do this every time? guys, add the pliz button in the repost somewhere else. how terribly inconvenient
I appreciate that with "Multi Tasking" I can move the windows left and right, but I would like to be able to move the windows UP and DOWN too.I really enjoy laying on my virtual couch in my Virtual Environment and surfing FB or or whatever.But I really like to lay on my back and either watch the ceiling fan turn or some spacecraft fly by or whatever.Please make the windows adjustable up and down, all of them. I can move the "Dashboard" up some but not enough to see when you are laying on your back. I can't be the only person who lays in bed with their tablet surfing.I want to replicate this experience in my Virtual room.
Hi!When you create a new app - you have to decide between the app lab and the store. If I choose the store way in the beginning - can I switch to app lab later during the development and vice versa?Does somebody know? The app is for Oculus Quest 2.Thanks.
WHY CAN I NOT ADD A CREDIT CARD TO MY ACCOUNT...!?! Can SOMEONE PLEASE HELP...!?!
As the title says, how can I get a single camera position within a material? The CameraPosition node returns the position of the left or right eye, and I can't find any custom HLSL that allows the calculation of the center point between the two eyes. Apparently this custom HLSL worked in 4.19 but not any more; (GetInstancedView().WorldCameraOrigin + GetPrimaryView().WorldCameraOrigin) * 0.5f GetInstancedView(0).WorldCameraOrigin or GetInstancedView(1).WorldCameraOrigin returns the same result.
In the documentation, there seems to be a way to open the keyboard overlay for Unreal and Unity development:https://developer.oculus.com/documentation/unreal/unreal-keyboard-overlays/https://developer.oculus.com/documentation/unity/unity-keyboard-overlay/ However there is no indication on how to do the same with a third party engine or app written without using those two solutions, I couldn't find anything in the Mobile SDK docs: https://developer.oculus.com/documentation/native/android/mobile-intro/Is this functionality available? Thanks in advance for your help!
Inside the Quest 2 (consumer edition) after update to software 35.0.0.140.341, the Developer section in Settings has suddenly disappeared. Seen from the Oculus app, the headset is still in developer mode. We have remote customers with same issue, and disabling/re-enabling developer mode is not an option for them.In Settings, I currently have Guardian disabled, and the Guardian menu is grayed out, and telling me to go to the Developer section of cause. So I know the headset is still in Developer mode.But where has it gone ?
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