Quest Development
Recently active
If one hand's tracking confidence is "Low" and the other hand's tracking confidence is "High" (e.g. One hand is slightly occluding the other), then OVRHand.GetFingerPinchStrength and OVRHand.GetFingerIsPinching for the _high_ confidence hand stop getting updated (the hand that is NOT occluded). The cause seems to be the high confidence hand actually has low confidence fingers (seriously). Once the low confidence hand stops being tracked (e.g. fully occluded by the high confidence hand, or hidden from cameras) the OVRHand.GetFingerPinchStrength and OVRHand.GetFingerIsPinching values start getting updated again for the high confidence hand. You can even see this behavior in Oculus Home. I can understand not wanting pinch strength updates for the low confidence hand, but the high confidence hand should still be able to interact. I run into this issue a lot when using hand tracking on the Oculus keyboard. I tend to reach my right hand over my left to hit left-
After upgrading Android Studio to version Arctic Fox (2020.3.1) and to Gradle version 7.0.2 when running the application I get this message: java.lang.UnsatisfiedLinkError: dlopen failed: library "/system/lib64/libvrapi.so" needed or dlopened by "/apex/com.android.runtime/lib64/libnativeloader.so" is not accessible for the namespace "classloader-namespace" How to solve this?Thanks in advance.
I've been scratching my head with this one for days now. What I initially wanted to do was to deploy an existing VR project (Oculus Rift) to Quest. When I upload the apk using the oculus platform tool I get the error described in the title. I tried reinstalling Unity, I tried using different computers, all with the same resutls. Then I started from scratch with an empty project, import OVRUtilities, add the default sample scene to a build, and build. I still get the same error when I try to deploy. I did create an app key and an app secret and set those in the platform settings and platform tool prior to build/upload.What puzzles me the most is that the 'start with an empty project and see if that works' worked once, on one machine, but I can't get the same process to work on another machine. I've been searching online to see which of the Android related player/build settings might cause the apk to be compiled for mobile instead of quest, but obviously didn't find anything. After loggi
I'm considering making a purchase of many Oculus Quest 2's (Business editions).Does the Business Edition essentially have the same new major feature found in each new OS version release of the Consumer Edition? For example, does the Business Edition currently have 120Hz support? Also does it have AirLink or are these new features only found on the Consumer Edition? My other question is, while I know the Business Edition doesn't have access to the apps on the official consumer Oculus Quest games store, on the other hand, can any app found on SideQuest be loaded on the Business Edition?If so, is this also true of any app found on the AppLab website?
We have spent almost a month on this issue with no resolve. After speaking with Renee from Quest for Business team, it's clear that Oculus is WAY behind on their promised features and they are scampering to catch up. Our biggest issue now is that an APK on the consumer Quest will not run on the Quest for Business.Can anyone tell me what the difference is in terms of permissions or differences in deployment?
I am on my forth exchange of my oculus headset since I purchased the first unit a month ago.. Each one that oculus has replaced the unit with has the exact same issue as the the original purchased unit. (BlackScreen after oculus logo and Chime)Fails to start after the first use, powers on but seems to get stuck in or goes into sleep mode and won't wake.. I have performed the factory reset so many time with each of these unit that know the factory reset procedure by heart.. I even selected Device Boot after a few of the factory resets.. I am in IT as well, so I try to thoroughly troubleshoot before reporting an issue to tech support or seek outside assistance.. But this has just been insane, how can oculus not know of this sleeping or black screen issue, I've even sent in to oculus tech support youtube videos of other users having the exact same issue..? and for me to receive 4 units in a row with the exact same issue is to me very poor quality control.. How in the world wil
I can use the Oculus Link cable and Rift preview successfully, but if I try and use ODH I get repeated disconnections. I get a message Allow USB Debugging? and the RSA fingerprint. I respond to allow it and after 10 seconds or so the message reappears. I have solid USB3 port. I assume the cable is ok because RIft preview works. Note sure what I have to do to fix this? Cable problem? USB2/3? Bug in ODH?
Hello,I recently got a quest 2 to play games and use it with Unity (A Game Engine)so I installed the pc Oculus Application an connected my quest using my link cable but it kept giving me this spinning circle .windows recognizes it as a quest 2 and i dont know the problem. when i open the oculus app it gives me this messageIs the problem with my GPU?These are my pc specs:i5-10400 @2.90ghz16 GB ramIntel HD 630 GPU(note: i do not have usb 3.0 ).................................................Is the problem with usb 2.0 or with my GPU or Both? Thanks.
everywhere is download here download here but i can't find any button to download
At work, I build a social VR app that runs in the web browser. In Oculus Browser, when both the WebXR and WebRTC sessions are active, the volume rocker on the headset no longer works to control the master audio volume. If I exit the WebXR session, or I try to control the volume before connection the teleconferencing session, the volume control works. I also tried this in Mozilla Hubs and see that they have the same issue. I also have a Windows MR headset and a keyboard with volume control buttons, and the volume control works there just fine. But I see that on the Quest, the volume rocker does not send an AudioVolumeUp/AudioVolumeDown key event to the browser. Any ideas? Most of the time, users don't notice that the volume is not to their liking until they've entered the app and start talking to other users. This seems like a bug in Oculus Browser.
Hello, I am working on a Project in Unreal Engine, where wish to use One hand tracking and using Motion Controller in other Hand. I am using Oculus Quest for this project.I wanted to know how we can achieve this, using Quest. Looking forward for suggestions !
Hello all, I have implemented Oculus Mixed Reality Capture inside my Unity Project and everything works great. The only problem is that if I use FMOD, no audio gets transmitted to OBS... only the standard audio that goes through Unity Audio Listener gets sent to Mixed Reality Video. Has someone of you ever found a solution to this? All my game uses FMOD... Thank you!
Hi All, I am trying to download the OVR Metrics tool, but when I go to the download page there doesnt seem to be a link that lets you download the app. Is it me being dumb, or is there an issue with the website?
Hi !I want to read 360° video tracks in an app made with Unity.I have this error : "AndroiVideoMedia : no tracks in myFolder/myFile".My app finds the right path. The error appears when I click on a button in my app to launch a video.I use Unity 2019.3.15.Can you help me to resolve my problem ?Thanks a lot for answers !
Hi,Is the Go To destination button near friend on dashboard only available within Party? I'm trying to allow other users to join active session of other user's friends via RichPresence, but appears that RichPresenceOptions.SetIsJoinable does not working.
Hiya! So I'm having issues with Antialiasing in Unity on a Quest project, it doesn't seem to matter if I have my project set up based on the Oculus documentation or not: https://developer.oculus.com/documentation/unity/unity-conf-settings/ Things are still looking pretty chunky, maybe I'm not understanding how to manually set the MSAA level, in my understanding it's the pipeline asset that has to be set to 4x MSAA Project Setup:Unity 2021.3.11f1Unity XR System w/Oculus XR PluginGLES not Vulkan Doesn't seem to matter if I'm in Multiview or Multipass. FXAA does... something, but its just blurry. I've read that for certain setups you have to disable antialiasing in the camera, only enabling it in the pipeline settings, this didn't have the desired effect for me. Finally, questions:How essential is the Integration Package to MSAA functioning correctly on the quest?Am I required to use an Oculus camera rig instead of the Unity XR Rig for Antialiasing to fu
I've had two apps now that won't load video onto my Oculus. The build and run is successful, no errors, but when I put on my headset I get a quick glimpse of the VR app and then it goes to a black screen. I have Oculus Integration and XR packages, I don't have any errors.
On all platforms that have a VR compositor available, we push textures into that compositor as overlays so that the game doesn't have to render at framerate while loading and players still have something interesting to look at (including progress that updates during loading). Since our upgrade from Unity 2019.4.23 to 2020.3.12 this no longer works on the Quest (it still works fine on Windows Oculus with a Rift or Link, and also on SteamVR but that's an entirely different codepath). Interestingly, in a simplified test-project that uses the same approach to push the overlays into the compositor, this works just fine. But when I copy those scenes / prefabs over to our main project, and do a build, the overlays do not work in that build. I have compared the project settings and manifest.json and it seems that there are no difference that should cause this. I have found one similar issue talked about here: https://forums.oculusvr.com/t5/Unity-Development/OVROverlay-don-t-work
Hi,I just wonder, how to listen for response from other user when I'm sending friend request thru app (Oculus.Platform.Users.LaunchFriendRequestFlow)? The only result determines if I sent it or not. I'd like to know, when the new relationship begins (other user accepted the request), so I can update the state in game.
Hello everyone.I have a project for Oculus Quest with Hand Tracking.The Hand tracking does not work if I uncheck "Show Splash Screen" in my project settings (I have a Unity Plus License)Does anyone have a fix ?
I had developed a quest app using Unity that has an apk size of 100 MB and obb file size of 1.5 GB. I had got it published on App Lab. When I make some enhancements, add new features, and release an update to users, the users are being asked to download the complete 1.6 GB again.To upload the app, I am using ovr-platform-util and the command is ovr-platform-util upload-quest-build --app_id <ID> --app_secret <App-Secret> --apk <path/to/Your.apk> --obb <path/to/Your.obb> --channel <ReleaseChannel> --notes <ReleaseNotes> When I run this command, I see logs like"Downloading previous build....""Generating patch..." Please let me know, how users get to download just the patch (Update), instead of the whole app getting downloaded again.
After updating ODH from 1.8.0 to 1.9.0 I'm currently unable to Cast anymore at all. Tried rebooting both PC and Quest 2 but it still gets stuck in "Connecting..." forever. Going to revert to 1.8.0 for now.
I want to submit an app for the Quest. I am using Quest v.1 The submission details asks for 5 screenshots with resolution 2560 x 1440px. Taking screenshots in the game, the images are 1440 x 1440. Should I just slap the banner behind the shots to make up the width? Seems weird to me.Also the video, not sure about the resolution when I take it in game will be, but the cover image for the trailer asks for 2560 x 1440px. Pretty sure the video won't be that. And that image is basically supposed to be the first frame of the video.
I am creating a 2D Android app using Android Studio and I get the following message in adb logcat upon launch either from the "Run" button in Android Studio or if the app is executed remotely via an mdm service. I/[SEO] SystemUXController: Package:vrdesktop: for target:vrdesktop://com.company.apptitle/com.company.apptitle.MainActivity, uri:com.oculus.vrshell.desktop lauching as reporjected android app. Is there some additional property I need to configure in the Manifest or something to prevent it from trying to launch it through vrdesktop? I get this message even when the device is not connected to a PC.
Recently, I was able to add the VK_LAYER_ADRENO_debug validation / performance layer to my app, in order to check for possible performance issues in it. Which was a complete success, indeed, I found many things I did wrong in my code and that I was able to fix. A few of them, however, I'm not sure I understand correctly. The following piece of code is in my app, near the beginning: ... // assume isMultiview = true auto horizontalFOV = vrapi_GetSystemPropertyInt(&appState.Java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_X); auto verticalFOV = vrapi_GetSystemPropertyInt(&appState.Java, VRAPI_SYS_PROP_SUGGESTED_EYE_FOV_DEGREES_Y); appState.FOV = std::max(horizontalFOV, verticalFOV); for (auto& view : appState.Views) { __android_log_print(ANDROID_LOG_VERBOSE, LOG_TAG, "Creating world mode swapchain..."); view.colorSwapChain.SwapChain = vrapi_CreateTextureSwapChain3(isMultiview ? VRAPI_TEXTURE_TYPE_2D_ARRAY : VRAPI_TEXTURE_TYPE_2D, VK_FORMAT_R8G8B8A8_UNORM
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.