Quest Development
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Hi, I'm preparing a project for the mission game. Do you want to know the contact information of the staff with the platform? I was wondering if there were any documents or Convenient development later! If you have contact information or contact person, please leave a message to me, thank you!
Hello, how can I toggle between hand tracking and controllers during Unity runtime (without having to return to Oculus menu)?
Since the initial development of the oculus quest I have been enthralled with the oculus company. I led many people to purchase oculus quest and quest 2 (6+). I have been an advocate for the business and always wanted to see it succeed. Over the past couple months my interest in the platform has plummeted. I joined a clan that wanted me to have a tag in my name…. Didn’t know at the time it would take me six months to change it back. So the clan dies and here I am still stuck with the name. It seems crazy to me that you can’t change a username more frequently than ever six months. I took a step back from the games. I refrained from playing my headset for 5 months 17 days. Not knowing when I changed my name I message the company and they reply back that I still cannot change my name. I mean it’s a small issue right? Just my display name…. But all the same while I wasn’t gaming they began adding adds to games that aren’t free. Who knows how far they are willing to push facebooks agen
I'm not the one to go to in the act of modding but in the oculus community ive noticed when people do modify a game on the platform there is a warning type pop up before opening the game. Why doesn't oculus like modding and why would it be a bad thing in a development perspective?
I use Unreal 4 and it’s set up【AndroidManifest.xml】-》【android:glEsVersion="0x00030001"】,But the audit system still tells me the error! The shader I use is valkan, not OpenGL, Unreal Engine, and it is not easy to develop mobile devices. We have spent 2 years preparing this project. Please help us, let our little chickens become virtual Players of the world, say "Hello, world!"
Hi,I am using the sample scene 'ControllerModels' included in the latest Oculus Integration package. However, on running the app on Quest 2, Oculus Rift controllers are being displayed instead of Quest 2 controllers. Is this a known issue with the integration package? Unity version: 2020.3.12f1Oculus XR Plugin: v1.10.0Oculus Integration: v32.0 Please let me know how this can be resolved?Thanks,Sidhant
Hello everyone, I have a bit of an odd question. I'm working on a heavier project, and I was wondering if you can publish to the Oculus store for only the Quest 2's Link Cable and what the parameters of your project would have to be for that. I know that you can begin a game using Link without needing the Oculus Store, but I was wondering if it is an option to publish specifically for this purpose. As far as I know you can publish for either Quest 2 or Quest, and don't need a version for each in the Oculus store. Is this also true? I can't seem to find a clear answer as I read through different forums. Thank you so much!
Has anyone had any luck getting the PassthroughHands demo working from the Oculus Unity plugin? It seems that in order to use hand tracking you need the legacy LibOVR backend, but to use passthrough api you need the OpenXR backend. Considering there's a demo that seems to use both handtracking and passthrough, I'd think there must be a way to use both but I can't figure it out
Hi, For my application, I need to access the noisy positions (and if possible velocities) the Oculus Quest heaset uses as input for its Kalman filter (and inertial filter) whenever they are available and even if Kalman filter output positions and velocities are disregarded by the headset as insufficient. The Kalman determined positions and velocities are available much, much too late when making a fast movement from behind : the first image with the controller appears sometimes when the device is in front of me (often only at 40° or even 20° of the HMD forward z). Since I can not force the gamer to restrict himself to slow motions, the lack of these data (even if dreadfully noisy), is a blocking position for me. I have read and read all the possible documentations and found nothing. I would have used the four monochrome cameras if they where readable, but they are not. Has somebody a clue ? I'd rather develop games for oculus (spacial autonomy is great), not for Viv
I am working on profiling our game for Quest 1, but the Oculus GetAppPerfStats function call returns an empty struct, regardless of how I call it. Is this function supported on Quest 1 at all? Do I need to enable perf stats support somehow on adb first? Note that we are *not* using OpenXR. We are using the default legacy oculus integration.
The More settings option isn't on my oculus app and I'm trying to turn on developer mode on
Hi.I have an app where I used the internal storage /Movies folder to store 360 videos for an app. This was fine when I was developing but now that I would like the app on AppLab this doesn't seem to be a god way.So far I have found that I have to split the videos up into 4 gb DLC packages and then rewrite some code. Has anybody else handled this issue a better way?Have a nice day.
Hi,I'm just getting started with Quest development on Unity. But I can't get through the initial tutorial / sample scenes. I get the same error starting with a "from scratch" project. All I do is add the Oculus integration and try and build one of the sample scenes to the device. Both 2018 and 2019.The bug in Unity shows up as:Gradle has exited unexpectedly.UnityEngine.Debug:LogError(Object)OculusBuildApp:BuildGradleProject() (at Assets/Oculus/VR/Editor/OVRBuild.cs:385)OculusBuildApp:OVRBuildRun() (at Assets/Oculus/VR/Editor/OVRBuild.cs:285)<>c:<StartBuildAndRun>b__29_0() (at Assets/Oculus/VR/Editor/OVRBuild.cs:261)System.Threading.ThreadHelper:ThreadStart()But the bug really comes down to the following code from OVRBuild:while (apkOutputSuccessful == null) { if (timeout.ElapsedMilliseconds > 50000) { UnityEngine.Debug.LogError("Gradle has exited unexpectedly."); apkOutputSuccessful = false; } &nb
1) The instructions to enable developer mode on sidequest are to go to your phone app, click Settings at the bottom right, then more (or advanced) settings. Well that doesn’t exist on my version of the Oculus app, and from researching this I’m not alone. The app has apparently changed, and… 2) There is a glitch on my app. Here’s what finally worked for me: Open your Oculus app, and on the bottom bar you’ll see (if we have same version, mine is iPhone but my wife’s android was same):Home, Store, Social, Devices, and Alerts. (No settings) Click Devices. You should now see My Quest 2 at top with a pic of Oculus underneath. Under that Synced Media, with a pic square under it and then “Your window into VR.” Under this, trust me, is Headset Settings. WiFi is the first but down a bit is Advanced Settings and that gets you where you need to be…but the problem is…it won’t let you scroll down!! After trying repeatedly, I finally noticed a slight movement, and like my old
Hello, I am connecting my headset to my PC and have been trying to move through the developer setup steps at https://developer.oculus.com/documentation/unity/unity-enable-device/But there is no "settings" or "more settings" on the Iphone Oculus app now and therefore I cannot find the place to turn on developer mode for my headset,. Did anyone find a workaround for this? I tried reloading the app, and looked for other versions of the app, to no avail.Also, although developer mode appears in the settings list on in my headset, I am not getting the Quest 2 option in Unity >Build Settings. I am using a Nexigo cable to connect my headset to my PC, which should be ok-it's being recognized in my headset. Would much appreciate solves for both issues above.
Hello Guys, i am the creator of GrooVR - Air Drumming (Aka Beat Smith) here.I develop the first version of the game using a Quest 1, but now i have a Quest 2.How can i test the Quest 1 performance using a Quest 2?I don't want to screw the performance of the game of the players that use a Quest 1.
when and how should enable 90hz or 120hz for Quest2? then will get 90fps or 120fps?
I am trying to get passthrough+ working for a godot app using the OpenXR addon.I am having a hard time finding any documentation about what steps to implement using OpenXR to activate passthrough+.Could you provide a minimal C++ example or tell me the relevant steps?
Hello!I am trying to implement Mixed Reality Capture in my Quest app.I am using Unity 2019.3.0f6, the newest Oculus integration plugin from Asset Store and Oculus XR plugin v1.3.4 installed via Unity Package Manager.Also, I have tried an older version of Unity and older Oculus pluginsBut I'm still facing the same problem - "virtual" oculus controllers (hands) positions not mutches with the"live" trackers - it looks like a virtual capture camera sits upper my head. But, when I run the "Mixed reality capture" app on my oculus, and run OBS, the real oculus controllers positions mutches with the virtual
Hello, I wish you a good day. I am developing an application with Unity 2020.3.7f1. I used SteamVR Unity Plugin - v2.7.3 (sdk 1.14.15) in my app. To test this, when I build and run on Oculus Quest 2, none of my hardware functions. How can I fix this issue and run my app on my Oculus Quest.The sdk I'm using is:XR Plugin Management Version 4.0.1 - February 11, 2021Oculus XR Plugin Version 1.9.1 - May 11, 2021
HiIm new to oculus development (Oculus Quest 2) and im trying simple app for making screenshots and screen recording. But im having a problem with permission to retrieve MediaProjectionApiI start activity for result, and the standard android dialog for permission shows but, but without allow/deny buttons, so im stuck.MediaProjectionPermissionDialogThis is the dialog, sorry for the phone pic, but build in screenshot does not show this dialog.Found simmilar issue here https://github.com/rom1v/sndcpy/issues/75 but no solution either.My code for showing this dialog. This is in my MainActivity and the testMediaProjectionPermission method is call as onClickListener from a button. ActivityResultLauncher<Intent> resultLauncher = registerForActivityResult( new ActivityResultContracts.StartActivityForResult(), new ActivityResultCallback<ActivityResult> () { @Override public void onActivityResult(ActivityResult result) { if(RESU
Hello, I am trying to save some data to the cloud using the CloudStorage2 API. It works well for me on my headset, but another colleague trying out the same gets this exception below. Kindly help me understand what conflict is this exactly and how can it be resolved? Thank you! CloudStorageBackgroundService: com.oculus.horizon.cloudstorage2.task.UploadSyncTask$UploadSyncException: Upload sync failed during step NEW_CONFLICT_CHECK: Upload conflicts detected: [/SampleDataFile.dat] 09-02 16:08:45.531 1975 2197 E CloudStorageBackgroundService: at com.oculus.horizon.cloudstorage2.task.UploadSyncTask$1.then(:48) 09-02 16:08:45.531 1975 2197 E CloudStorageBackgroundService: at X.0Da.run(:4) 09-02 16:08:45.531 1975 2197 E CloudStorageBackgroundService: at java.util.concurrent.Executors$RunnableAdapter.call(Executors.java:462) 09-02 16:08:45.531 1975 2197 E CloudStorageBackgroundService: at java.util.concurrent.FutureTask.run(FutureTask.java:266) 09-02 16:08:45.531 1975 2197 E CloudS
Hi, I'm developing an application for research purposes with Unreal Engine and Oculus Quest 2. I gather data about the position of the headset on each frame. I couldn't find any resource on the accuracy and precision of the Oculus Quest 2 position tracking of the headset. Is there any resource out there about the precision and accuracy of the Oculus Quest 2? I'm also trying to find where the centre of the headset is located on the head. Thanks,
Hi, with Unity 2020 and Quest2, what's the correct way to set a custom rendering resolution? I just want to lower it, i tried with UnityEngine.XR.XRSettings.eyeTextureResolutionScale but with no success. Thank!
How do i set it up?
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