Quest Development
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From a Windows PC, I am trying to indentify an Oculus Quest device connected to the same WIFI as the host computer. By doing a Ping Sweep, I am able to get a response from the Quest, and I've confirmed one of the IPs returned by the the ping sweep corresponds to the Quest. But afterwards, it's not possible to identify the IP by host name or device name, nothing. This is an important feature for us because we need a host PC to "discover" all Quest devices available on the network, so our PC application can connect to our headset application. So, is there any trick, protocol, or service running in the Quest that we could use to identify Quest devices on a network?
UnityEngine.Debug.LogWarning("Oculus Utilities Plugin with OpenXR is being used, which is under experimental status"); and Instance of OculusPlatformSettingsEditor couldn't be created. The script class needs to derive from ScriptableObject and be placed in the Assets/Editor folder.
Hi, I've gotten the new passthrough API in Unity to work in my app. I have it turning on at the start, but I'd like to turn it off programmatically later. I tried setting the isInsightPassthroughEnabled property to false on OVRManager, but my app freezes when I do this. No clues were printed to the logs when the freeze happens... Is this a known issue? Has anyone else been able to get passthrough turning on and off at runtime? thanks!
Hi,never had a VR before, because the cable bothered me a lot. With Air Link I thought, now you buy one.But I noticed immediately, everything is blurry and out of focus. Only a small area in the center is ok. After a short research I found the problem. The maximum adjustable IPD of 68mm is not sufficient.I measured it myself with an app and at the mirror with ruler, I have an IPD of 73mm. Please increase the adjustable IPD in the next VR, Quest 3 or Quest Pro.I find on Reddit and other forums many people who have the same problem. But the VR is incredibly fun, the Air Link has no lag at all, everything extremely direct, very good job. But my eyes burn a lot because of the blur after a short time. Unfortunately I had to send the VR back because of this. Greetings.
@problem:I can't get dynamic shadows working.Using Unreal UE4 4.25.Directional Light --> StationaryCast Shadows: TrueDynamic Shadows: TrueWhat am I missing here?
When will pass through and camera depth be entirely available for Unreal Developers to access?Everything I’m seeing shows it’s available now in unity but I see nothing about Unreal? Passthrough functionality and depth information access needs to be something that ALL DEVELOPERS are allowed access to ASAP, otherwise it will be awhile before there Unreal Community catches up to Oculus based AR.
from 72 to 80 and then to 90 Hz are not big steps, but from 90 to 120 at once is a high jump. It would be beautiful to have the option to set refresh rate 100 and 110 Hz.
Is anyone running RenderDoc for Quest successfully with UE4? I was able to last year, but for the entirely of this year it has been failing with one of 2 errors. Either a FrameCapturer failure or a SEGV_MAPERR fault. Any help would be appreciated.
So, as the subject; "What ir wavelength does Rift/Rift S/Quest/Quest2 use?"Searched everywhere, but can't seem to find any specification anywhere.Mainly which wavelength the ir emitters has in the controllers.
Hello Any suggestions on how to enter keyboard characters such as "$" when entering text on an Oculus Quest 2 app? I see that some characters are not available. Thanks
请问使用我是否可以任一从unity 打包一个exe,然后奖exe 放进oculus 商店里面,然后启用oculus link来进行流式传输到头盔 我这样试了 还不行
I'm looking into getting a quest for vr development and have a few questions:1. What language does it use?2. Can I create an app that uses the camera, say takes a picture, rotates it, and then displays it on the screens?
Hey folks, I've been messing around with a virtual copy of my home climbing wall, so I can climb in the real space but in a virtual environment. One problem I have is that I can track my hands, but not my feet! I'm building in Unity. Is there any library or method that would allow me to 'recognise' or track my feet/climbing shoes (even just the tip location, not necessarily orientation) so that i can place a 3d object that follows the tips of my toes? Or is this simply not possible on the Quest 2? Thanks
Do anyone else have troubles connecting to oculus ??My headsets started saying "error connecting to FB servers" and now just "No internet" in Oculus windows App..And if I try to login to Oculus.com, then screen goes white and log says..
Iv recently spent £300 on a bhaptics tactoc DK2,updated it and done everything properly.it even connects to my phone perfectly. But when I try to connect it to my oculus it says "pairing" for one to two seconds then just does nothing.the light on the bhaptics device also says its paired for one to two seconds then goes back to "ready to pair" mode.
Hi all, We're looking to purchase a camera to support the development of virtual tours and was curious as to your thoughts on 360 cameras and, in particular, those that record in 3D. We're looking two purchase two cameras, with two different pricepoints: one under $1000, and one high-end model, upwards of $5000. Are there certain cameras that work better with VR development and more popular with that crowd? And do the resulting photos/videos, whether in 360 or 360 3D, integrate nicely into the various development environments such as Unity and Unreal? Thank you in advance!
Do I submit arm7 or arm64 build to App Lab if I want my app to run on both Quest 1 and 2? I packaged both arm7 and arm64. I tried to install the arm64 on my quest 1 and after trying to launch it, I get the black screen and then back to Oculus menu. In other words, it doesn't work. Arm7 install works fine. I read that they only want 64 bit now, but if I submit only arm64, will it still work for Quest 1 users as well? If so, why doesn't my arm64 package work then?
I suddenly - in the past two months - after firmware update? cannot get a build to run on the Quest.I'm running Unity 2019.1.5f with Windows 10. There are five Depthkit captures in my scene, which built previously, without any issue. Now it won't launch at all. I immediately get a message in the Quest that says the app has stopped. When I click the option to open app again, it tells me the app keeps stopping. Unable to test.Can someone please help with this? I have read through all of these posts, tried updating adb drivers, turning developer mode on/off, etc. etc. and my Quest is essentially useless.The Quest shows as connected in the Unity build window. Shows in my devices as "quest" and when I start the build, changes to MTP...?? I've gone into device control and tried to update according to instructions posted by others on the forum, but without luck. I have lost so much time - not sure how to proceed with my VR project...
Have you noticed the performance drop within v31 SDK update? Just updated the Unity's version of Oculus Integration to v31 and got big issues - was solid framerate, now it drops by 8.
In the following news release (https://developer.oculus.com/blog/mixed-reality-with-passthrough/) the article states "Today we’re excited to introduce Passthrough API Experimental—a way to build and test apps that seamlessly blend the real and virtual worlds and open up new possibilities for mixed reality experiences. Available in our upcoming v31 SDK release" ... "We’re excited to see all the mixed reality experiences you build with Passthrough! Additional details, sample code, and documentation will be available to developers with our upcoming SDK release." -- for more info it points to these forums... but not finding anything here... So -- does anyone here know where to get started? Is this SDK released to developers yet or not?
I am developing Rich Presence for the first time and could use some help! I've defined some Destinations for my game, such as the Main Menu and various Practice Modes. These destinations have been approved by Oculus. I have added a RichPresenceOptions struct in code and on Start(), call a function to update the local instance of that struct with details on the Main Menu destination. I then made a build to test, and am a bit confused... NOTE: Developing in Unity Where do you see your own Rich Presence status? For example, the documentation shows a few images including the above. But when I launch my app on the headset (installed via SideQuest), I have no idea where I can find this status for myself? And separately, if anyone has a link to useful example code for Rich Presence or Deep Linking, I would appreciate them! All I am able to find is examples on implementing Discord Rich Presence, which is NOT what I am looking for.
Hello, I would like to know if there is a date for the return of the oculus quest 2? To plan for a possible purchase.
We support deep linking for a login authentication option on our app. Is there a correct approach to launch our app from the Oculus Browser?Thanks
I'm using the OvrCameraRig and I have a movie running on a skybox. I would like to adjust the y value on the camera so that the camera is closer to the floor. 1. How do I lower the camera? I have also tried to change the field of view but it seems impossible on the quest. The world appears a bit too small and I feel like a giant in the vr-world. I would like to scale the world up a bit. I have tried to adjust the FOV on the Left-RightEyeAnchor, CenterEyeAnchor and on the Main Camera in the scene but nothing has any effect on the percieved world scale. 2. How do I change the field of view Thanks alotTobias
I'm testing how to match a VR experience in the Quest to an actual room (4x7m) using an accurate 3d model of the room and a fixed starting position (center of the entry door).I edited the Oculus boundary example for visualizing the guardian points + play area in Unreal. The room is a blueprint (with several static meshes) that gets properly aligned to the rotation of the PlayAreaTransform (level BP). The pivot of the 3d room (BP) is at the center of the door as well. Re-setting the view by pressing the OculusHome button puts me at the center of the door.The problem is;- the play area-mapping to the actual room is ok-ish but mostly some 10cm off and sometimes slightly rotated.My question is;- what would be the right strategy for matching the play area to the actual room more precisely OR are these relative minor errors within the accepted limitations of the guardian algorithms? Max
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