Quest Development
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In the "Presence Platform: Build Mixed Reality with Insight SDK" presentation (https://www.youtube.com/watch?v=ST2ekJk9wJw) OVRPlugin.SpatialEntityAnchorCreateInfo. Why can't I find any documentation for that class anywhere? Am I looking the wrong places? I have searched oculus.com, docs.unity3d.com and google.com. Nothing comes up. Not even for OVRPlugin.
Oculus recommends enabling "use32BitDisplayBuffer" in Unity. My questions are: What are the reasons for this recommendation?Are there any performance implications on Quest or, more specifically Quest 2? Or is it "just free."Does this also enable a higher precision depth buffer (which I really need!)Thanks!
Please add an attachment for feet so people can kickbox and see Pau soccer and kick field goals and play kickball. Etc. it would have lots of uses!!
My most frustrating challenge is my inability to fully explore the default virtual environment, end to end. For example, I selected the Japanese City background, and no matter how large I expand my border (given that technical limitation), I can't even come close to moving about the scenery. It's great that I can now make all menus and banners disappear, but it would be fantastic if the developers could come up with a way to then travel virtually throughout that scenery as so many games allow us to do. Thanks.
Working on a game in the App Lab in Unity for months and never had an issue before when uploading to my Quest.Haven't changed/updated/whatever and now when I hit the OVR Build APK and RunIt builds the apk and gets up to Installing APK but then gives this error:OVRADBTool avc: denied { read } for scontext=u:r:system_server:s0 tcontext=u:object_r:sdcardfs:s0 tclass=file permissive=0 System server has no access to read file context u:object_r:sdcardfs:s0 (from path /sdcard/Oculus/Temp/launcher-debug.apk, context u:r:system_server:s0) Error: Unable to open file: /sdcard/Oculus/Temp/launcher-debug.apk Consider using a file under /data/local/tmp/ Error: Can't open file: /sdcard/Oculus/Temp/launcher-debug.apk Exception occurred while executing: java.lang.IllegalArgumentException: Error: Can't open file: /sdcard/Oculus/Temp/launcher-debug.apk at com.android.server.pm.PackageManagerShellCommand.setParamsSize(PackageManagerShellCommand.java:461) at com.android.server.pm.PackageManager
hey, my game won't install, and I can't even delete the game the game is beat saber demo this is really bothering me, and I can't even play games that I bought I also try turn off my vr and did the robot restart thing and it won't work I don't want to factory restart because I don't want to delete my games, please help me.
Hello, in Unity you can use the EventSystem IsPointerOverGameObject method to check if the input is over a (UI) GameObject, but this method doesn't seem to work with the OVR InputModule and VR Controller. I confirmed that the same check is working with the default Input Module and Mouse Input. I also confirmed that the VR Input with OVR InputModule works correctly, I can interact with the UI itself with the Quest controller etc. but no matter what I do this method will always return false while using VR controllers even when the ray is clearly over an UI GameObject. Is that a bug caused by the OVR Input Module implementation or is there a better way to check if a input is over an UI object which works with Mouse and VR controller?Im using Unity 2020.3.24f1 and the Oculus packag version 35.0
Hello Oculus Developers! I am developing a game in Unity. I do not have a strong enough computer to support Oculus link so to test the app I must hit build and run and install the apk into my Oculus Quest 2 with my link cable. This has worked fine until recently, the .apk file has gotten to be over 1 gigabyte and the app is stuck loading endlessly. I have read before the apk should not be more than 1 gb. Is there a way to split up the apk and install it on the headset through Unity? Let me know!Thanks!
In the photo below, you can see that my Quest 2 is found by the consumer Oculus app, but not the Developer Hub. I can't figure out why. I has been working with the Developer Hub until about a week ago. I'm actually in the middle of a paid freelance project. So I need to fix this. I have no idea what to do to get ODH to recognize that my Quest is plugged in.
So if I understand correctly, ambisonics on the Quest are encoded as first order SH and then converted to binaural audio at runtime. What I wonder is whether somehow a multiplicative first order SH can be set to alter the binaural rendering at runtime (for example to simulate acoustic occlusion or draw the user's attention in a particular direction)? If so, how?
I can successfully install my (unity developed) myapp.apk file onto the Quest 2. Two issues:1. Where does adb actually put the app?2. I want to be able to start and restart my app at will. I can "adb shell" but when I run "start" it requires root. Somehow, Unity is causing my app to start after the install. HOW?
Hi, I have a weird issue on one of our Quests. When I try to launch my self-developed app (from the Unknown Sources menu), the app doesn't start.Insted, the Oculus TV window pops up, showing a black screen. Nothing happens and I can only click 'exit to channels'. The strange thing is that I can start the app using ADB without any issues. I tried reinstalling the app, rebooting the device etc.... didn't help. The same apk runs fine on other Quests that we have. The device info: Runtime version 29.0.0.59.370.289122674 How can I fix this? Can I get rid of the Oculus TV thing alltogether? Martijn
Could anyone help or point me in the right direction. I would like to design an app or a settings option which would enable the user to connect a third party wireless headset. I believe that microphone faults are on an increase whether they be hardware or firmware issues im not sure but it would be better for customers who don't want to wire up to a gaming pc who experience this problem to be able to connect an external mic as the port is only output
Ich habe das Problem, dass nach Eingeben der Befehle in der Eingabeaufforderung, das Programm lädt, jedoch bricht dies nach genau 47% immer wieder ab und dort steht der Fehlercode: "Total xfer: 1.00x". Hast du eine Lösung dafür. Bitte um dringende Hilfe, da ich mit der Quest 1 Spiele programmiere und diese zum testen benötige. Danke schön.
I have been playing Horizon Worlds for a few months now and I love it. There is so much flexibility and creativity. I really see the potential for large-scale adoption. I have a few ideas and pieces of feedback I would like to give to the staff as well as a few education ideas/projects I would like to pitch. Does anyone know the best way to connect with META Horizon Worlds staff to start a dialogue? Thanks
Hey, I'm working on a prototype user experience targeting the quest. I'm playing with the idea of having the user lay down to play, I was wondering though would this be allowed if I want the app to have a chance to suceed? Does anyone else know if this would be a problem or not allowed or discouraged? Thanks🙂
Hi,Oculus Quest (2) have experimental Bluetooth pairing.Now except from watching movies this is pretty useless because the delay.I have pair of AptX Adaptive Bluetooth true wireless buds, and with my phone thay have almost no delay, but with the Quest 2 I can't play at all because delay of almost a second...So maybe add support for AptX and stuffThanks!
i have an idea that's life changing. i wanna sell my idea between 50000$-50000000$. who do i talk too
I have a persistent issue where the rendering of hand tracking is all messed up. In the photo, the hand colliders and interactions are fine (I am able to grab the slider, it changes to green when grabbed, and changes it position), but the rendering of the hand itself is in the wrong position. This usually happens on the first play and after stopping and playing again the issue fixes itself (usually, but about 1/15 times it will re-occur). Any body have any ideas? Quite new to development so any help is appreciated. Thank you 🙂 Unity: 2020.3.21f, Oculus integration V34.
I try to create program in Unity, that will be conect Arduino project with Oculus Quest 2 using serial port (USB to USB). And i have few questions:1) What the device nameof USB port (I found that the name is /dev/ttyHS0 but not shure)2) Can i get access to port? Curently i get message that access denied (chmod: crw-rw---- and i can't change it) The main idea is read information from Arduino device in string format and work with this in Unity Apk.In Manifest was added all requered permisions.
Hi there,my Oculus quest 2 isnt charging anymore.i tried all of the tips from the oculus site, but none of them worked..can someone help? thanks a lot!
Hi, So I followed all instructions (carefully couple of times already) as in official documentation how to setup for Oculus Quest for UE4. However Im unable to launch on Quest:When I go do device manager I can see the Quest is there:How can I add Quest device to be able to Launch it?
i need help buying games for my oculus quest 2 i cant buy anything because everytime i try to it says we've noticed something unusual and, for your security, this request couldn't be completed. please try again later
does Meta [formerly Facebook] have specific metaverse lands platform for their products like as oculus quest 2? or have to use other platforms like as SomniumSpace?anybody have experienced with that?and what are the best platforms at the moment??any suggestions?thanks.
Hi, we're developing a few apps for the Oculus Quest, sideloading and running development builds used to work fine until this morning when we set up 2 new Oculus Quest headsets. Now when I try to run a sideloaded app, it tells me "Update in Progress Please Leave your device on, connected to Wi-Fi and plugged into a power source until the update is finished." Running store apps seem to work fine.Did anyone else encounter this issue?
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