Quest Development
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Hello, I'm developing a game for my master thesis with Unity using oculus hand tracking, I need to keep hands displayed and just "freeze" them when the tracking is lost. Is there a way to do so? I found the GetHandState method in the OVRHand.cs script, I tried to comment the section that checks if the tracking is lost to see what happens but the hands still disappear when tracking is lost.
Hello Oculus, That is my 2nd post, still no answer.I have a Quest 2 I need to move to dev mode.Sliding on the app fails because asking to register to a non-existing page.App mostly redirects to non-existing pages in fact. Since that, I am blocked.I urgently need to move to dev mode, thanks to provide back a working procedure. Brgrds
Hello everybody! Does anyone know if I can buy Oculus Quests 2 from Argentina? It is not in the shipping options. Thanks for your help
Since updating Quest 2 from v29 to v30, when I launch my app from Android Studio I see it's soon stopped by ActivityManager. This stopping behavior happens with Android sample apps like native-activity.In logcat I see messages like this:I/ActivityManager: Force stopping com.example.native_activity ... Conversely, when I launch the app using the Oculus UI by navigating to Apps > Unknown Sources > ... the app runs and is not stopped. Is this expected behavior now in v30?What do I need to do to be able to run/debug my app from Android Studio? Thanks!
Hello,I am trying to access the Quest (or GO) microphone to affect game objects or trigger events in Unity. I am able to use the microphone to make an object move on it's Y axis based on the loudness value of the microphone input when playing the unity editor. But, once I build my project and load it on the Quest or GO, it does not respond. It does show the mic as the selected device and it shows the Microhpone.isRecording to be true, but there is no change in the loudness value. View this recording to see what I'm talking about: https://drive.google.com/file/d/1XcV6vAeV5ITTlq1TAO_QSHCGJWyo0-di/view?usp=sharingI do have "Can Own Microphone" enabled on the LocalAvatar as well.Attached is the script I'm using to control the game object and microphone. And here is the android manifest I am using:<?xml version="1.0" encoding="utf-8"?><manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.roundtable.macys" xmlns:tools="http://schemas.android.com/tool
Hi there! I'm working on an AR project and I'm trying to retrive the depth data from sensor (dots updated on surface of objects inside a guardian).... Where can I access that? I'm using Unreal Engine for development on Quest 2.Big thanks to anyone who can answer this question!
I am working on a unity project from a different computer than i initially deployed from. I am getting an error in the unity editor when trying to Build and Run saying "package signatures do not match previously installed versions" which im assuming is because my new computer is using a different keystore. All of the keystore stuff is quite confusing to me so i just wanted to uninstall the existing app from my quest 2 so that I could deploy again from the new computer. However the app does not show up under Settings > Apps, it does not show up under Settings > Storage > Unknown Sources, and the package name does not show up when I open an adb shell and list all installed packages on the device. So I would think the previous version of the app is already uninstalled. How am I getting this package signature error?
How to get the correct user ID void Awake() { Debug.Log("---------------------------------"); text.text = "begin"; Oculus.Platform.Core.Initialize(); Oculus.Platform.Users.GetLoggedInUser().OnComplete(GetLoggedInUserCallback); Oculus.Platform.Request.RunCallbacks(); //avoids race condition with OvrAvatar.cs Start(). } private void GetLoggedInUserCallback(Message<User> message) { if (!message.IsError) { myAvatar.oculusUserID = message.Data.ID.ToString(); text.text = "no error id is: "+ myAvatar.oculusUserID; Debug.Log("ID:"); Debug.Log("message.Data.ID.ToString()"); }
Request to Leaderboard return result with dropped places (ranks)example (the request itself) for security and privacy, the keys and names are hiddencurl -G -d "access_token = OCXXX" -d "api_name = Test" -d "filter = NONE" -d "start_at = TOP" -d "limit = 5" -d "fields = user {id, alias}, rank "https://graph.oculus.com/leaderboard_entriesRequest result:{"data":[(WHERE IS RANK #1?){"user":{"id":"XXX","alias":"XXX"},"id":"XXX","rank":2},{"user":{"id":"XXX","alias":"XXX"},"id":"XXX","rank":3},(WHERE IS RANK #4?){"user":{"id":"XXX","alias":"XXX"},"id":"XXX","rank":5}],"paging":{"cursors":{"before":"——","after":"——"},"next":"——-"}}
Currently, I own a Vive Cosmos Elite and an Oculus Quest. In general, the only apps I am interested in are mystery puzzle apps. So far, the ones I have found have been on the Vive. But I like the Quest headset, so I started looking for mystery puzzle apps on Oculus. I found a lot - all for Rift and RiftS.Now, is Rift an older platform, and will all these apps eventually be on Quest, or should I buy an Oculus Rift because that's the platform that all those apps will always be on? If so, which is the newer, or more preferable model: Rift or RiftS?Sincerely,Velvet Tetrault
Good morning, I'm Marco From Italy. Thank you about your valuable support.I've got an Oculus quest 2.I would connect my oculus quest 2 with the HDMI signal from my camera 360 ricoh Theta S.I'm able to connect the Camera theta to the pc monitor with hdmi cable and I'm able to see the video (there are 2 circles, front and rear camera).I would like to know what I need to do in order to see the live 360 video (without internet) directly in the oculus.Thank you in advance and sorry about my English.Bye Marco
Is there some way to get this to work again or did it only work on the CV1? (Now I have CV 2 (I mean Rift S)_ ... and a Quest 2. They both do the same thing when I try to play a video in Dash with a pinned video, the VR goes NUTS and refuses to work at all,... why? Talk about a productivity tool, it kept me editing in VR Editor for 6-9 hours a day, now I can't stand 6 minutes,.. I feel blind, powerless and deaf in there now knowing what COULD be, ,, 😉 Thanks.
Do the Quest 2 broadcast the action.BOOT_COMPLETED event? Is there any info on the intents we can register with the Quest 2?
When developing an app for AppLab, is it essential to include an app exit/close/quit app button in the app?I remember that it was essential for Oculus Go ...
We are implementing Oculus room invites in our game. We can poll for notifications with ovr_Notification_GetRoomInvites, get the array from the message, iterate over that, and pull out the room id and the notification id successfully. However, calls to ovr_RoomInviteNotification_GetSenderID always return 0 for sender id. We can also get sender id successfully from invites that come through ovrMessage_Notification_Room_InviteReceived, but that is not enough to make a list of existing invites. Is this a known issue? We are using libovr version 1.40.0, Unreal 4.24, and testing by passing invites between two Oculus Quest devices - an original Quest and a Quest 2.
Does anybody know if you can use hand tracking and track controllers at the same time?I'm thinking of using it for lower limb tracking for Physio rehab type work.
Hi,I am using XR Interaction toolkit and XR Plugin for the Oculus Quest 2. I'm trying to make it so that when the user presses the "A" button on the oculus quest 2 controller, It triggers this function and resets the camera.In the attached image, the commented out code is the new and recommended way of doing it and the Uncommented one is the old/obsolete one.Both methods work perfectly when I'm testing in the Unity editor with the Oculus Headset hooked up via Oculus Live link. When I build and run it on the headset, it doesn't work.I'm not sure why this is happening. Can anyone help me please? thanks
I had to do a facotry reset on my device because I was stuck in this "USB Update mode menu" and afterwards I lost all my progress on all 3 vader immortals which I 3 starred every level on the dojo. I was told by support that a developer could help me recover my progress so if thats possible then Id be glad to be assisted.
I just did a factory reset on my Quest 1 and signed in with a test user account. After setting up the WiFi it gets to the next screen where it is stuck with an error "Failed to Load Video" "Please check your internet connection and retry." and I click the Retry button and it never gets past this. I can't finish setting up my Quest 1 for testing. I know I have an internet connection, the browser on the phone works just fine. Is it something about some intro video has been taken down for Quest 1, or is maybe not accessible for a test user account??
This is my first time trying to publish a Quest application on App Lab.After about two weeks the Publishing Status is set to "Published", yet I can't find the app on the Store under the App Lab section. Could you please advise?
I've had a new issue crop up in the last two weeks across multiple apps with videos failing to play. Previously everything worked fine. This has occurred in different apps after 1. Updating Oculus Integration to 28.0, and 2. Updating minimum Android build level to 23 The facts:Unity 2019.4.17f1AVPro Video 1.xHave READ_EXTERNAL and WRITE_EXTERNAL in the manifestCalling videos from /sdcard/Android/obb/com.[org].[app]/Have tried h.264, h.265, both as .mp4 and .mkv; have confirmed with videos I've gotten to play in other apps I've also gone into the app's Permissions in the Quest and though I requested Storage access in the manifest it was set to "Denied". Changed this to no effect. Does this have to do with the Oculus Native Video Player screwing with AVPro? Or is it a new permissions problem?
I'm trying to watch a streaming video on quest. I made a video player on Unity and i run it as an app on Quest. But videos don't play on Quest.I used http, rtmp URLs but nothing. I have activate internet access in player settings.Do you have any idea why i cannot stream a video on Quest?
I was trying to record with the inside oculus quest 2 recorder but the adb commands for 60fps recording don't work anymore with the last oculus quest 2 update. I read about the new Media Capture Improvements - Includes 1080p Video Capture and options for mono/stereoscopic (single/dual) eye capture that was planning to be on the 1.8 version but I can't find any options for the Hub recorder.
1. Oculus states that the oculus quest 2 can work with 5760 by 5760 Or 8192 by 4095 at 30 fps.Can someone help me understanding how Oculus maps these video resolutions to the 2 LCD displays which are only 1832*1920 pixels?2. I am building a 360 8 cameras rig with 6000*4000 pixels on each camera lens, to be viewed stereoscopically on the Oculus Quest 2 displays. Are there any constraints that I have to consider while doing so ?. Where (and if) can I find knowledge on this topic?3. The bottom line is to shoot & screen, sharp unblurry 360 stereoscopic videos on the Quest 2. Any tip for that will be highly appreciated. Most of the existing professional 360 cameras (even those with 11K) look a bit blurry in the Quest 2. I think that it is due to poor FOV. Any tips here? Many Thanks
I did a build and installed on 2 devices. Then tried the VR hoops example with two different players.I wasn't able to get connected to a match with the buttons in the game.I have an app id in my oculus settings.Is that example suppose to work and find a match? Thanks
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