Quest Development
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We are using UE 4.26 to develop mission-based gamesBut we encountered a technical problem about the fog effect.I want to add a fog effect to the scene, but the scene uses the fog effect of UE4, which consumes a lot of performance.Then try POST process to simulate the fog effect. When the HDR effect of the phone is turned off, the Android mode does not support post-processing.Therefore, packaging into the headset has no effect, but the ordinary ES3.1 mode is feasible. I don't know if there is a problem with the settings, or quest vr does not support it.This question may be relatively elementary, but it is still more difficult for us. He has troubled us for 2 months, and there has been no particularly good solution.I wonder if I can share some production methods and ideas, how can I use ue4 to produce a satisfactory fog effect on the quest platform! Hope to get answers and help from the predecessors!
I’m fairly new to VR development through Unity, so forgive me if I miss something obvious! I am currently using Unity 2020.3.22f, XR management set up, everything is working great for actually receiving input from the Quest except for one thing: the hands. While if I can add spheres to the hands, confirming that they are being tracked, the OVRHand prefab shows nothing at all, and the CustomOVR hand does not track my hand movements at all! Any clue what I’m missing here?
Having just run into the brick wall many indie developers have talked about trying to get a concept / app approved for the Quest store, I have started looking at the new App Labs option.One drawback is that App Labs says it don't support paid add-ons - Error - "App lab apps cannot create paid Add-ons" Does anyone know if / when this support is coming - or have any good alternative suggestions?
Been trying for 7 days now- numerous emails back and forth with tech support 1 Quest 22 RiftsIphone About ready to give up. Was going to teach VR with Unity and Oculus, but only thing students have learned so far is that if you want to be a developer then probably best to buy a different headset. Other companies simply enable developer mode - not tied into Facebook.
Avez-vous un spécial pour moi pour oculus quest 2 merci
Hey all, I am currently working on an application that uses the Passthrough API available for unity and everything has been honky dory. Until this morning. Knowing that I have to use powershell to get the API to work every time I turn on my Quest 2, I did that this morning and this time it did not seem to work. Thinking I botched something in my code I went back to older versions of my app and it STILL is not working. Did Oculus release a silent update for this? I noticed that it even gave me a popup in the headset for apps that are using the Passthrough API (something I do not remember noticing before).Please tell me I am missing something simple here because I really do not know where to go from here, my development is at a complete halt now.Thankful for any responses!
I created 3 spheres, different colors, and added the grabbable scripts to them. When I grab them, the first one I grab is the only one I can grab again. I drop it and try to grab a different color but the same color is picked up.I can't figure out what is wrong.
Hi, I am working in Unity, and I have been trying to implement on-device speech recognition on the Oculus Quest. Knowing that the Quest uses Android, I tried using Android's speech API's through a plugin I found on the Unity asset store. The plugin gives me speech recognition on my Android Phone but not on the Oculus Quest. On the Quest I get an error saying that speech is not supported. Looking through the forums, I learned that the Oculus Go is a "bare bones" version of Android that doesn't have native Speech Recognition. I've been searching for other on-device speech recognition solutions, but so far it seems like most speech recognition solutions require the internet.Can anyone recommend an on-device speech recognition solution that is compatible with the Quest, if one exists? Or will I have to go to an online-based solution?
My game runs fine on the Quest 1, but when I try to run it on the Quest 2, I get a whole bunch of shader compile errors...even for the default Unity Built in Mobile Shaders. Not sure why it would work for one and not the other. I'm porting my game from PC to Quest, so I'm Has anyone else run into this issue or know of anything I can try?
I've verified my developer account, and made an organization, ect. But when I try to turn on developer mode on my ios app, it just said "To enable developer mode, join or create an organization and then verify your account." Then has a "Get Started button"
Is it possible for Oculus Quest2 to recognize a third Touch Controller?I want to align objects with the third Touch Controller as a reference point.
Hello Can someone point me to resources/blogs/ FAQ's regarding how VR Game developers are paid for Games that are already in the store or to support development of games for the Quest. I searched but was not able to find anything specific. Thank you Gary
I can't get debug layers to work on Quest. vkEnumerateDeviceLayerProperties and vkEnumerateInstanceLayerProperties both return 0 results. Are validation layers not supported or am I doing something wrong (e.g loading the wrong .so)? See code belowI notice the Vulkan Cubeworld sample refers to VK_LAYER_LUNARG_api_dump but it seems it's compiled out, which is why it presumably doesn't fail in vkCreateInstance() mVulkanLoader = dlopen("libvulkan.so", RTLD_NOW | RTLD_LOCAL); assert(mVulkanLoader != NULL); vkGetInstanceProcAddr = (PFN_vkGetInstanceProcAddr)dlsym(mVulkanLoader, "vkGetInstanceProcAddr"); vkEnumerateInstanceLayerProperties = (PFN_vkEnumerateInstanceLayerProperties)dlsym(mVulkanLoader, "vkEnumerateInstanceLayerProperties"); vkEnumerateInstanceExtensionProperties = (PFN_vkEnumerateInstanceExtensionProperties)dlsym(mVulkanLoader, "vkEnumerateInstanceExtensionProperties"); vkCreateInstance = (PFN_vkCreateInstance)dlsym(mVulkanLoader, "vkCreateInstance"); uint32_t layerC
I have this problem that when I pause my application build by pressing the oculus button, the wrong application image is seen, as in the example below. How can I fix it so that the logo of the application appears? And not of the app I previously used. I used Unity to create the build.
I have a choice, when synthesizing the audio for my app, of doing so at 44100 or 48000 hz.Is one "better" or more natural for the Quest? That is, does the Quest have some "true" resolution that it is resampling to, such that in fact if I submit (for example) a 44.1khz sample stream to OpenSL, it will be internally resampled to (hypothetically) 48khz before hitting the DACs? Or vice versa?Will Oculus Audio work better with one sample rate vs the other?The Oculus Audio reference guide says "44100 and 48000 are recommended for best quality". Is this a promise that the Oculus devices are equally capable of playing either a 44.1khz or 48khz sample stream at native resolution?(If it helps, I am developing against the Native/C++ API.)
Hi!My program, Custom Home Mapper, uses pass-through features. I released an update when v31.2 was available and integrated AR features into a dozen minigames, really opened up the usability and functionality of my app. I'm worried, because passthrough ONLY works on Unity Oculus Integration v31.2. Had to jump through a lot of hoops to get it working, but I did it (yay?). Only now, with the rollout of firmware v34, nobody can use the passthrough features i wrote in version 31.2. (boo) I know the SDK for v34 isn't out yet (tommorow, right?) but does anyone know what I need to change to make passthough functions on v32 or v33? We still require the OpenXR backend and IL2CPP, correct?I don't think there are many devs doing big passthough projects like me, so i'm kinda stuck trying to find resources and info about how this sdk works. Makes me nervous that i cant run things on the newer integration packages, no errors, just passthrough doesn't show. Curious to hear from d
Hello everyone,I am encountering the problem similar to this thread: https://forums.oculusvr.com/t5/Unreal-Development/no-friend-list-got-since-01-March-2021/m-p/853125I used Oculus SDK 28.0.0 in my UE4 project. I and my friends did register Data Use Checkup, uploaded to Alpha and Beta channel, downloaded and ran the same app. But it returned empty friend list.Then I and my friends created and tested a new Unity project with the Oculus SDK to retrieve the friend list. And it returned empty also.I wonder if anyone are getting this issue, and there is any solution for this? I really appreciate it.
Hi, I use grove for 5 glasses in my school.Only unfortionly grove cannot get the stream option to work.,I can stream a glass with the share option into my pc or chromecast...What i am looking for is a possible option for sream 5 -6 devices in to a html browser or something.In the odh you can see some streams... only 1 devies a the time.Love to see more devices in to a frame orr something. So i hope there is a option to stream from a remote option.So i do not have into the change some settings in the devices. Some one?
I'd like for my app to only work on the Quest 2, I've specified this in the android manifest like this (<meta-data android:name="com.oculus.supportedDevices" android:value="quest2"/>). Yet when I upload my app onto the dashboard and preview it on the store page is says "Supported Platforms: Quest, Quest 2". Is there any other place where I have to specify it?
Hello!I'm curious how the API call Platform.Users.GetLoggedInUserFriends() works?Does this only return entitled friends AFTER the app is live, or should it be working in Pre-Release? Thanks!
I'm going through the documentations Native-MobileSDK-Getting Started-Android Studio Basics, and I'm stuck with the following Android Studio error:Execution failed for task ':VrSamples:VrCubeWorld_Framework:Projects:Android:validateSigningDebug'.> Keystore file 'C:\Users\thisUser\Downloads\OculusMobileSDK\VrSamples\VrCubeWorld_Framework\Projects\Android\android.debug.keystore' not found for signing config 'debug'.I noticed that I don't have the file android.debug.keystore in my directory. I'm not sure why this file shown in the Android Studio Basics documentation when VrSamples in the Mobile SDK download do not contain the file android.debug.keystore.Can someone please help me with this issue? I am new to Android developement.
Hi I'm getting lost in a lot of the terminology in vr development. I am currently using a rig asset called BNG that uses VRUI in Unity. Some assets that I'm trying to use, work with OpenVR and I am not sure if I should switch to a different asset for my rig and event systems. Which build settings do i need to include when trying to make a solid cross platform VR & AR application? I am also getting these terms mixed open with openxr, openvr, xr, etc. Could someone fill me in on the latest tools for developing cross platform VR in Unity? What do I need to know? Sorry, if this is confusing. I'm a little stuck in the weeds. TLDR: If I am trying to make a good cross platform VR experience in Unity. What type of set-up is going to be the best?
So I was connecting my quest to my pc and it normally works, but when I went to Sidequest it wasn't being picked up. I went to my device manager and it was picked up there but said it had the wrong drivers when I had the ADB drivers installed on my computer. Also, when I go on my quest to check developer mode its there. But when I check my phone it isn't, I was also looking for help with that.
OMG! this morning, I turned ON my quest2 and schokingly found that my custom apps are gone under unknown sources. Then I look into my ouclus companion app and figured out that the developer mode is also missing! can't connect the headset to pc via adb. Not even list out my device under "adb devices" command. Need a fix! help me out!!!
Since last 2 days, I was not able to add Members in App Lab to distribute my App. Anyone facing similar issue? Do please let me know of
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