Quest Development
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I'm having trouble finding the documentation on this (if it exists). Trying to decide if a texture array or texture atlas makes more sense in my app - what are the (texture size / number of textures) limits on Quest 1 and Quest 2 for these?
I'm using Oculus Quest 2 and my PC's system is Windows. And I have opened Developer mode in my Oculus App. I tried to connect my quest 2 to with my PC by USB-C or Double C link, but both of these attempts failed. When I use USB-C port, it keeps charging for my Quest 2, but didn't show any prompt. It's said that it will ask you "Allow USB debugging?".When I use double C port, it shows that "Allow the Device read the data ...". But still failed when I test the connection on Oculus Client on my PC. I'm confused. Any advice or suggestions will be highly appreciated.
I was able to install the Mixed Reality Capture tool successfully, but when I try to run it on my Windows 10 computer (fresh installation as of this writing), the tool opens a blank black background with no buttons. After watching videos of what should happen, it should be an application UI that I can click "Getting started", but that never happens. I just end up with a blank screen that I have to close by right clicking the icon on the taskbar. Anyone else experience this issue?
Hi, I'm looking at creating a PWA for Quest. Is it possible to launch another quest app from the PWA?
I was wondering how long can app stay on release channel without submission approval? Do Oculus team delete the app or not if the app are not publish?
location access has been popping up when at the app store and when i try to pair the headset. when the message pops up it won't let me click next so i swipe the phone and it says on looking for headset. please help and thanks
I'm trying to use a post process material in UE4 but in order to use it I have to turn on Mobile HDR in the project settings. As soon as I do the scene is getting this weird far clipping issue with objects dropping out, the sky being black, etc. Not sure if anyone has come across this before but I need those post process materials to make the effect required, so I need to know either a way to enable post process materials without Mobile HDR being enabled or to clear the issue when it is. I'm using UE4 version 4.27
In Unity for as long as I can remember there has always required a "Character Camera Constraint" component attached to the "OVRPlayerController" game object in order to keep the OVRPlayerController game object following the player camera utilizing the 6dof of the Oculus Quest . Ever since Oculus Intigration 12.0 was released It seems like they have changed how the Character Camera Constraint component works as it now required several other components to function without throwing any errors. Even with all of these components (Capsule Collider, Rigidbody, Simple Capsule with Stick Movement) the OVRPlayerController only rotates with the player camera, the position never changes. Does anyone know how to fix this problem/ how to get this to work, or does Oculus have to patch it?
Hi,I have a quest 2 headset and I'm working with NATIVE samples, for example VrCubeWorld_SurfaceViewI dont want to use Unity or Unreal, just plain native platform, So, every time I make a change and want to test it I have to put on the headset and see the screen, etc Is it possible to run the app in some android stuvio AVD device simulator, at least for test the graphical stuff (opengl) Thanks!
Hi Is there a way to pack a threejs app as an application for oculus rather than using the 3D browser ? I'm thinking about a native oculus app, which use oculus browser, pointing to local resources. Thank you
Hi everyone, I deployed some apks using Developer Hub and they were working fine in Q2, but since I used the Project Launcher Unreal tab, I can't launch them from within Quest anymore.
Hello! I change my oculus username to “Female_Josuke,” i’ve waited eight months to change it, but unfortunately if I attempt to, it says I still have to wait 6 months. I could really use some support for this issue
Is there any way as a developer we can force a firmware update as waiting for the roll outs takes way too long (months sometimes). It is becoming increasingly difficult to get the latest firmware to test new features like ASW. I find it ridiculous that devs have to wait in line with consumers for firmware and do not have even early access. If I have missed something and there is a way to update without waiting please let me know. Frustrated dev
Hi guys, I'm trying to get the OVRGrabber and OVRGrabbable scripts working on Unity using the hand tracking instead of the joysticks, but it seems that they were made for controllers only. Is there any example of how I can grab simple objects (cubes) by using or modifying these scripts? Any clue is welcome! :smile:
We are struggling to hit the 4 second requirement for AppLab submissions in Unity 2019.4.7f1. Our app takes around 8 seconds to hit our empty scene except a canvas image and some text. Upon testing a sideloaded standard empty URP project with the Oculus SDK it takes longer than 4 seconds just to get into an empty scene with nothing but the default URP and Oculus SDK assets!! A splash screen seem to doesn't improve this at all either? - Worth noting that we are still needing to use the Legacy Oculus VR SDK as we need to remain cross-platform with SteamVR for the PC client. I was wondering how it's possible that apps like Superhot and Beat Saber have managed to have a logo above the three Quest loading dots. And if that's something we would be able to set up for our app and would be appropriate to meet the VRC.Quest.Performance.3 criteria? I have done much Googling for this and have come up completely short, this is completely stumping me so I hope someone can help!
Is it possible to send push notifications to an Oculus app but not as pop-up notifications, but as invisible data messages?This is available on all mobile platforms that I know of, but I can't find any information about this for Oculus. For example, this is how you would do that in a standard Android app:https://firebase.google.com/docs/reference/fcm/rest/v1/projects.messages/send Is something like this available for Oculus?I'm looking for a solution that would work both in PC VR (windows) builds and standalone (Android) and I'm wondering if I need to build some custom solution for that. Thanks!
Hi,I'm trying to show the users controllers with ovr avatar in unity. On quest 2 it shows the original rift controllers.Is this normal / is there a way to fix this ? I've already tried to regenerate the manifest file.It works fine on other devices (quest / rift s / rift)
Hi, I am trying to get the raw sensor data using the Oculus Library blueprint action from here : https://developer.oculus.com/documentation/unreal/unreal-blueprints-get-raw-sensor-data/ I am unable to see any sensor values printed in the logcat log. Could someone suggest what I might be doing wrong here? Here is my blue print event map.
I have Logitech K830 keyboard. It has not bluetooth but usb connection. I can track this keyboard in Horizon Workrooms. Is it possible to track this keyboard from my own Unity application for Quest?
Hi,I want to install APK that starts running when I turn on my Oculus Quest - without having to choose it from the list of installed apps. (Even without enter to the Oculus home page. As soon as you turn on the headset- the game begins)Anyone know if this is possible?
Hey all - since passthrough API is totally broken with SDK 33 and Quest OS 34...is there a publicly stated ETA for SDK 34 release? I saw a tweet somewhere that it would be "Monday" (as in, 10/8 - yesterday), but that has on
Passthrough works great on V34 + Unity 2020.3.22f1 even when switching it on/off at runtime ! thanks,Diego
i'm trying to implement a P2P connection between a smartphone and a quest, one of the solutions that may work for my app is using bluetooth, but it seems that ACCESS_COARSE_LOCATION permission is needed (which is marked as not supported while uploading with Oculus Hub). There is a way to workaround the permissions needed to work with bluetooth connections or they are definitely restricted and can't be used in any way to use it with Oculus quest?? Thanks in advance for your replies!
Hi,I was curious if the Unity SDK supported accessing of USB devices connected to the Quest's USB-C port? If not, does the native SDK support it?ThanksRay
Hi!I have task to launch a native Android app (specially edited) on the Oculus Quest 2.I am doing minimal research on this matter, created a primitive native Android Kotlin plugin and launched it just on the Oculus using Unity. Everything works fine. Activity started and I can interact with Android UI.But when I build project for Oculus (with XR plugin and etc), I got "three loading dots" and nothing else (log shows that the activity has gone through all the stages of it's life cycle).As an experiment, I tried to call a function from my Android Native Plugin, which should display a regular Android Toast, but it also doesn't work out (doesn't appear). But if call a simple function implemented in the plugin (e.x. multiplication function), then the logs contain the result of its execution. That is, the plugin is connected and working.I have a lot of experience in writing native apps, but I've been dealing with Unity+Oculus for about a week and don't know where the problem might
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