Quest Development
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Hi, We are developing a VR game for Quest 2 and PC in Unreal Engine. We are noticing that when packaging to Android vs Windows, the perceived loudness of a given Sound Attenuation asset from the same distance in a given level is much louder in the Android / Quest 2 build compared to the Windows build. We’ve tested the same build, level and asset using the same system settings (volume at max) on a couple of headsets / configurations as follows. (Configuration 1-4 are essentially the same, whereas Configuration 5 is much louder.) Configuration 1Platform: Play in Editor (VR Preview)Headset: Quest 2Loudness: Medium Configuration 2Platform: Play in Editor (VR Preview)Headset: Rift SLoudness: Medium Configuration 3Platform: WindowsHeadset: Quest 2Loudness: Medium Configuration 4Platform: WindowsHeadset: Rift SLoudness: Medium Configuration 5Platform: AndroidHeadset: Quest 2Loudness: Very Loud It appears that something on the Android side is
Hi there, I'm uploading a multiplayer experience to the app lab. The App is a tour that has two apk's one is the guide; which can enter the experience and go through it on his own. The other one is the tourist who needs the guide to enter and approve him to go to launch the app after him. On the App Lab, how/ where could I link the tourist app with the guide app? Both of them has an .obb files. Thanks
So here's a bug that's been plaguing me for the last 18 months. Initially I chalked it up to the Quest being quite new, and just walked away from it as a dev platform expecting it to be fixed eventually. I tried again recently, and this is still a problem!Basically, when drawing more than a few thousand vertices with Graphics.DrawProcedural in a shader that uses SV_VertexID to fetch elements from a StructuredBuffer, things work perfectly fine in standalone builds, but on Quest everything goes crazy. All the vertices end up with bizarre positions, normals, etc, resulting in huge triangles going everywhere. Even stranger, vertices that aren't part of my system, such as the default Avatar hands, also have their vertices corrupted! I've experienced similar problems in the past using Graphics.DrawMeshInstancedIndirectThere's no difference if I'm running in OpenGL ES 3.1+AEP, OpenGL ES 3.2, or Vulkan. I've tried messing with all sorts of settings, with no luck. Has anyone had any luck with C
I am trying to validate the formal process for submitting b2b apps (apps only available to other businesses or approved for keys). My question is, when we want to publish a b2b application, do we follow the same formal process required to publish any Quest application? If so, do we specifically mention in the 'pitch' that the application is a business application and should not be displayed on the store? I understand that Oculus is releasing or has released an enterprise system for internal/enterprise apps but this doesn't solve business apps sold to x number of businesses.
Hi,I am porting my impostors Unity code from Windows to Oculus Quest (Android), and I am just having very weird performance issues.The way I implement impostors is by rendering several views of an object or character into different textures, which I then put into different texture atlases that I assemble into one texture2D array.On Windows everything works fine and it's amazing how fast it can go when combining this with DrawMeshInstancedIndirect.Obviously, since we are just rendering one quad per instance.The problem is when I build my application for Oculus Quest.I know that the GPU is not going to be as powerfull as a Desktop one, but the performance is really low and bad.While debugging a lot and going to the most simple case and the most simple shader, I have noticed that the performance drops because of accessing to the texture 2D array.If instead of using a texture2Darray I just use a simple 2D texture and sample it, the performance is extremely good.Has anybody encountered such
Hi, so i managed to get my hands tracked with Oculus Link inside Unity, but I noticed that, even though the mesh displays my hands correctly, the actual bones are not getting updated and my finger pointer is always off. How do I make the bones update with my hands meshes? By the way, one weird thing. If I put a debug.log inside skeleton bones update section, the hands start tracking a bit worse and more laggy (because of millions of debug.logs) but then the bones are following my hands every frame..Thanks for help.
A lot of people ask for passthrough video access, which clearly has privacy concerns. A simpler and safer way to get us 80% of the way there would be to using something like Harris Corner Detection https://opencv24-python-tutorials.readthedocs.io/en/latest/py_tutorials/py_feature2d/py_features_harris/py_features_harris.html Providing developers with an API that providers corners in view, would allow an easy room calibration process for better AR / Mixed reality experiences without surrendering the raw video feed.
In general for Quest/Quest2 development is it better to render to larger eye textures and let the layer compositor sample or to render to device (recommended) sized eye textures with multi-sampling in the render pass?
I need to detect in native C++ whether the device is a Quest or Quest 2, in order to optimize performance. What is the correct way to do this in the API?
Hello, I'm having trouble with an .apk that accesses the user's files on the device's SD Card. The .apk works fine on the Go but on the Quest, it returns "no files found" even though the same files are located in the same directory on the SD Card. In both cases, the path is: sdcard/Pagoni I noticed that when using Android File Transfer, the root window has a different name for each device. The Go root is "VR-Headset": And the Quest says Quest: Question - Does this mean the explicit path to user storage on the SD Card is different between Go and Quest? What should the path be on Quest to be within the scope of the .apk? Thanks for your help!
Hello,we're working on a Unity VR experience where a mobile client interacts with the player's VR scene. The mobile client must have a visual feedback of what the VR user is doing, like mirroring. Since this must happen outside the local network, traditional mirroring is not an option.We are sending screenshots from the Oculus Quest to the mobile client every 5 seconds using our own API but capturing the screen it's not easy:- using Unity's ReadPixels returns a black image.- using Unity's CaptureScreen class briefly freezes the VR app.- using a native plugin return a black image, since the UnityActivity's SurfaceView is always empty.At the moment the CaptureScreen class is working pretty well but the freezes ruin the experience. If you have any suggestion about how making the screenshot "faster" or achieve the remote mirroring we need would be very appreciated. Thanks.
Hi all,our app recently started failing security vulnerabilities testing due to "GCP API keys hard coded in the app". We are using the API Keys and we have extracted the api keys from hardcode. But, even those error are coming. Please give the suggestion to fix this error.
I am working on the calibration of the Quest 2 with a physical camera. I would like to better understand how the Quest 2 establishes the coordinates of its 3D space in relation to the guardian and especially how it either re-establishes or changes this when it is turned off, sleeps or goes outside of the guardian? Is there a system 'translation vector' that could be read and used to realign local 3D space with the updated Quest 2 3D space? If not, I am interested in learning how to establish a relationship with or get access to some fixed coordinate in the guardian space such that a translation vector could be calculated. Any input on this would be appreciated. I have not been able to find reference details on this via a search - could someone point me in the right direction? If it needs context, then it would be relative to Unity. I have developed for other platforms but am new to development for the Quest 2 / Unity.
Hello everyone.I'm creating a free-roam experience but my zone is larger than the guardian maximum range.I then deactivated the guardian boundaries and I'm using either air link or virtual desktop to stream the PC image to my headset.However i have an issue. After laving the headset alone for a few minutes, when i place it back on my head, the tracking center shifts and is reset to my head position. It is imperative i have a tracking center that's always at the right place (or similar systems to make sure the (0,0,0) is always physically at the same place)Does anyone know the answer to one or more of these questions ?- Can i force a larger guardian and handle the drift myself- Can i prevent the quest2 from resetting the tracking center on wake when guardian is disabled- Can i stop the quest2 from showing Guardian, warning messages and pass trough when going outside of the guardian zone (but still have a "guardian" and tracking center internally)?- Is there anything planned for fre
Did anyone get working the social start or platform SDK on Oculus Quest using unity? I'm trying to get the matchmaking and rooms working but running into a lot of problems. For example the Social starter sample in the avatar directory crashes when I try to run it into the Oculus Quest. It compiles fine, I see a glimpse of the environment but then crashes everytime. If anyone has got mutliplayer game on unity working please let me know. Would love some help.
I'm involved in a game that has made the leap to using OpenXR for cross platform support. My colleague has the game working using the Quest 2 via the link cable but I have had minimal success trying to create even a single scene to work using Unity and compiled for the Quest natively. Does anyone have any tutorials or sample projects that make use of OpenXR and compile for the Quest natively? I've built other projects for the Quest but not using OpenXR. Thanks.
HelloQuestion is about usage of Oculus Link and native Android plugins.Is it possible to make a calls to Android methods ( my custom Android plugin ) while Oculus Quest 2 is connected to PC ( Unity Editor ) via Oculus Link Cable?What I want is to run game in Unity Editor and see what is going on on headset and be able to call specific Android functionality.I understand that all computations in this case is done on PC side and Quest works only as display and sensors, but may be there is any way to do this?
I am trying to do some profiling on a Quest 2. I am using RenderDoc for Oculus v25 (latest) on a very simple app built in Unity 2020.3. Yesterday, I was able to connect to the app through RenderDoc for Oculus and perform a capture. Today, without changing anything, I get a black screen after the unity logo startup screen. RenderDoc for Oculus shows it is connected to the Quest 2 in Profiling Mode. After I launch, the RenderDoc windows shows the connection as "Established" and the API feedback says it is Active for a few seconds and then falss back to Not Presenting. I have tried:Restarting my machineReinstalling RenderDocFactory resetting my Quest 2Rebuilding and reinstalling the appRemoving the renderdoc packages from the device and allowing renderdoc to reinstall themI'm out of ideas. The logs also don't show any relevant errors.
I am looking for an answer(s) to address a matter of basic functionality. Here is what I would like to achieve: Using Oculus Quest wirelessly, to be able to open the Oculus browser (or browser from within a VR App), select a URL or block of text, copy it to clipboard, to enter a VR application (Altspace / VRChat), be able to paste saved clipboard into receiving field.It seems a real simple problem, but I have yet to find any web-based text editors that include a copy function, or indeed whether this would transfer itself to some form of clipboard within the Quest.Headbanging doesn't work, hope someone will have already addressed this query and be able to provide an answer.Many thanks.
I've been banging my head against Unity's TryGetBoundaryPoints and OVR's OVRManager.boundary.GetGeometry with zero luck. I've tried building directly to the Quest to bypass the issues I'm reading about with regard to the Link cable and this data but I'm still stumped.Any ideas on how to get the points of a user's boundary to work? Thanks!
what's the method of implementing TimeWarp while SingleView(not MultiView) on Quest?
Hello, is there any way to retrieve the firmware # of the headset programmatically?
Hello, I am currently going through all requirements to get my app ready for the submission process. I am stuck at the multi-user/app sharing requirement (https://developer.oculus.com/resources/vrc-quest-functional-12/). I can't see my app in 'shared apps' and I am not sure what/if I have to change something in my application or in the dashboard? It says in the Oculus documentation that "No action is required to implement Multi-User" so I am very confused on whether or not I'm missing something. Any help would be appreciated!
Hi everyone! I am developing in Unreal Engine with the Oculus Quest 2 and I am looking for a pc workstation.Could this be a good solution?https://www.dell.com/it-it/work/shop/notebook-dell/mobile-precision-3560/spd/precision-15-3560-laptop/n011p3560emea_vi ThanksSara
Hi I am pretty new to this so apologies if I have missed something. I have tried enabling FFR via ADB on both Quest 1 and 2 however it doesn not appear to be working on the quest 2. Command used:adb shell setprop debug.oculus.foveation.level 4 This shows up in the Home on Quest 1 but has no effect on 2. I have removed the headset foam so I can see right to the edge of the screen. Can anyone provide any insight? Thanks!Brad
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