Quest Development
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Dear Developer, We are on project to make a DRAM tester equipment using oculus quest2.Most important part of this project is the memory.Please inform me whether it is DDR4 or DDR5.
Hi developers.I currently have to create a unity app (easy part) that is like a drumming game, when you hit a musical instrument, percussion, chords, pianos, etc, i need to send a haptic feedback to a device, cant specify details due to nda.But basically the device is an arduino with Wifi/Bluetooth/USB, i need to send values from 0-100 to the arduino so it does things.I was thinking:1) Bluetooth would be awesome, emulating a serial port via bluetooth in the quest2) Wifi, just sending wifi signals, some UDP packages, 1 or 0's3) Directly connect the Oculus Quest USB to the Arduino USB(still preffer the wireless method though).4) the worst one, having an android app that works as a hotspot and Ping OSC messages, which would work too,https://www.arduinolibraries.info/libraries/oscOSC works everywhere, but a simple wireless solution would be better.Extra question, you can use the camera that oculus uses for tracking, but... can i plug an external camera to the USB directly? so i could try t
I would like to create a program with Unity where it uses a camera but I still want the Quest to be all in one. I would like to be able to connect a camera to the Quest through the USB c port on the side, then access the camera through Unity. Does anyone know if this is possible?
Hi all,I currently have 4 developer organisations set up in my name; I have set them up from my PC and my phone; My PC, Quest 2, phone and all oculus apps are all logged into the same account and yet despite that fact, every time I click the button to enable developer mode in the app, it asks me to make a new organisation. I have tried logging out and back in on every device, turning off and on every device, all their forms of connectivity and uninstalling and reinstalling any software I could, to no avail. I have seen many others have had this problem for quite a while, yet none of the threads ever result in a solution that works, so I wonder how they ever sorted it.Thanks in advance,Callum
I have an app on App Lab. Just wondering what would be considered good daily numbers for an app with no advertising...other than sidequest picking it up and listing it. It's been out a couple months and the numbers seem pretty consistent from what it first launched.
i have made a organization as prompted to do after all of that when i go into app to click the tab to turn on developer mode it comes up with a icon that says become a developer and says start creating to register and a tab that says no thanks or start creating or no thanks .if i press start creating it takes me back to make me create another org and that stuff from the start what em i doing wrong thanks
It isn't clear to me from the documentation. If I develop for Oculus Quest, should I change Color Gamut from 'Rift_CV1' to 'Rec_2020' or 'Quest'. If so, which one and why?
Im not a huge developer guy. the most I learned so far is python, and im not that good at it so far. I just did even more research, and i throw in the towel. If anyone has freetime, can they do this? or if not atleast give me some pointers?
anyone know how to become a oculus beta tester for headsets if so msg me i also do it free testing headsets is a hobby of mineusername is KIRUT0 thx
Hello everybody, I'm designing a VR performance, in which the user would interact with a real-time point cloud of the space around them.I am using an Intel RealSense D435i depth camera (all the processing is done in the device) and an Oculus Quest, and I'm developing in Unity.My question is:Is it technically possible for the Quest to communicate with the RealSense camera, through the USB-C port ? If not, is it a hardware limitation (for example, the Quest can't even power the RealSense) or is it a driver / android library / unity sdk limitation ?So far, my test pointcloud-viewer project builds without errors and when I connect the Realsense to the Quest I get the familiar sound of the Quest recognizing that something connected to it, but the actual app does not show any pointcloud at all, and the depth camera is clearly inactive (no flashing laser, no IR illumination in the room when viewed in Passthrough mode).This is new ground, so any help would be greatly appreciated!
Does anyone know if it is possible through either ADB or something else, to be able to macro record the quest 2 touch controller inputs and playback the recorded macro after assigning it to hot key? Also would it make a difference if the quest 2 was airlinked to pc or wire linked?
So I had the same issue as you met. And I have gotten it back now. https://developer.oculus.com/manage/verifyIt worked for me. Oculus requires payment verification for the developers. So I filled them in and got my mode back.There is the other way to solve it :Oculus Developer Hub(or you have it before)I heard someone succeeded by using ODH to get it back. Reconnect your device from "Set up new device". And this requires the Bluetooth function on your PC,follow the guide to set it up then you can activate it from PC
Hi,We are interested in conducting tests and connecting USB ethernet adapter to the Quest 2.We came across a number of posts claiming Quest 2 v23 Update killed Ethernet support?Could you possibly provide a work around as we are in the middle of our tests and would like to either roll back to v22 or find a solution.Thank you
Greetings Friends. I am brand-new to the Quest2 and a 3+ year novice at Unity. My intention is to simply Build-and-Run an app from Unity to the Q2. I've failed at that, being stuck here: . I've tried and failed at sideload. In attempts to enable Developer Mode in the app, my 5-digit code never appears and 'automatically detected' never pairs. Unity-to-Q2 or sideload, either would be fine, i just want to be able to test my own rudimentary games from Unity on the Q2.I don't want to be melodramatic, but if someone could PLEASE solve this fro me, i'll name my first-born child after you (which will piss her off since she just turned 34). :0 Thank You so much for any help. -k
Is there a way to enable beyond arm length controller tracking?Details: I noticed Quest controllers stop tracking when they're about 2.5 meters from the headset. It seems like a hardware cut off as the tracking is great at 2.4 meters then freezes at 2.5 meters. Is there a way for an app to set a custom distance limit for controller tracking?
Greetings, As the title implies it would be a neat feature to turn on within the Oculus app that would allow users to boot right away into Oculus Link as opposed to the standard OS. It would be a great quality of life improvement to offer users who are predominantly PCVR players a quicker way to play games.
I'm signed up successfully as a developer on Oculus. My headset is synced to my phone app perfectly, it says it's connected. I want to go into developer mode through the app, and every tutorial I find on how to achieve this says I have to access settings to do so. However, there are only two settings options I can find -- Account Settings, and Privacy Settings. Neither of these contains what I'm looking for. Supposedly there is a "more settings" option somewhere, but it doesn't seem to exist. Why won't it allow me to go into Developer Mode on the app?
Hi, does anyone know where I can find the documentation or instruction video for developing an app that uses hand tracking, the passthrough, and use the real-world physical object? I know there is a piano AR game that you can use the real piano to play and giving instruction through Oculus Quest 2. I want to develop a similar app but I cannot find the documentation or videos. I would greatly appreciate it if you can point out where I can find the information! 😀
Hi again, all,So the previous issues were sorted, and now the only error we get during packaging is "Could not find 'RiftAppId'" and (worryingly) "GetSignatureToken get_signature error: Missing entitlement for XXXXXXXXXXXXXXX (1971031)"However, we now have a major issue with the "VerifyEntitlement" node - namely, it continually returns "Fail/False".Unfortunately a dev replaced the keystore signature (without backing it up - Lessons were learned...), not realising that this MUST always stay the same to be able to upload new builds to the dashboard. Therefore, we have created a new submission through the dashboard - the previous app wasn't released properly yet, so this is, in theory, not too big of an issue. However, although we've updated the AppID in the DefaultEngine.ini file the VerifyEntitlement keeps coming back as false (even after an initial upload). Furthermore, this new AppID build is showing under the "Unknown sources" section of the Quest, where the previous one
Hi everyone! I am pretty new to unity and vr so I am struggling with hand tracking settings in unity and oculus quest 2. I have created a world with ovr camera rig view and when I finally saw my hands I couldn't get rid of this surface view. It is exactly on my eye level (although in camera I set tracking to floor level) and it feels like kind of weird horizon. Do you know by any chance how to turn it off or make transparent? I cannot see it in unity, only once I put vr glasses on. Would very much appreciate your help!
Hi,Is there a way to have multiple developers develop with my boss' Oculus Quest 2? I don't want to keep using his personal Facebook details to log in for them to be able to develop, build, run and test. If I create test users from the developer dashboard, do they have any restrictions in terms of accessing data and building to the Quest 2?
RenderDoc for oculus must be used with the project built by the UnrealEngine-Oculus branch?tried to use RenderDoc for oculus with project built by the epic UnrealEngine4.27.0 source code, while Launch with ProfilingMode, pop up 'please use non profiling mode to launch process'
Hi all,My team and I are trying to get our Quest app onto the AppLab. However, the developers are running into a couple of issues. This will be the first project we've launched onto the Oculus store(s) and are having a lot of trouble with finding answers to our issues.The issues are as follows (we are using Unreal 4.23, built from source via the Oculus GIT):1. The app must be 'focus aware', which makes sense. However, despite checking the "hasInputFocus" variable each frame, we are still being told to set the manifest tag. In 4.23 there is no 'tickbox' to set this, so it has to be done manually. We've tried adding "\nandroid:name="com.oculus.vr.focusaware" android:value="true" to our "<activity section> under Advanced APK Packaging (the \n is to separate from the previous line), but are still getting the error when we try to upload. What are we missing?Solution Found: The manifest entry has been changed to read as <meta-data android:name="com
How to upload ma apps to Quest store? There is no option to choosing Quest when creating app on dashboard. Only Applab is available. Recently, Jurassic is released on Quest. How do they release on Quest? is there way to get information about this?
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