Quest Development
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I get 'only' 90 fps yet in my WebXR "MiniMol" molecule viewer at https://www.ibiblio.org/e-notes/webxr/mini.htm. See e.g. https://www.ibiblio.org/e-notes/webxr/mini/1crn.htm. Is used navigator.xr.requestSession(SESSION_TYPE, {optionalFeatures: ['high-fixed-foveation-level', 'high-refresh-rate']})You can control models (up to 80000 atoms) by one of thumbsticks (randomly, maybe you can hide your left controller at switch on 🙂Does the Oculus browser support 120 fps?
Hi,This is Ramon from the EventLab, a VR research lab based in Barcelona. We are considering the possibility of distributing our experiments through Oculus App Lab. However, our applications are not usual games but they have some special characteristics. So we have several questions: 1) We collect the serial number of the Quests devices that do the experiment and store them in our servers in order to make sure that a single participant is payed once and only once when he finishes the experiment. So obtaining the serial number from the Quest device does violate in any way the privacy policy from Oculus user data? I would say no, because I’ve been reading the data use policy and that information is anonymous (we identify only the headset, not the person itself) and we don’t distribute it to others. But I would like to have confirmation from Oculus staff. 2) For an upcoming experiment, we need to subdivide our experience into two different applications, one that vali
I'm using Unity - I've submitted several versions of my app and haven't run into this before. I haven't added plugins. My Android Manifest doesn't show anything about camera permissions (or any other permissions). It says my build has a test failure but it doesn't show any test failures when I click through (just a warning). My latest build has gone live even with the note - but my other requests to the app have not been updated (app name change and pricing change). So I'm a bit confused about what to do with this: Your build has a test failure, please address it before resubmittingView Test ResultsPlease remove all unnecessary permissions:"android.permission.CAMERA"
So I was trying to ramp up a santacruz devkit we had on hand that had not been previously opened. But I could not pair it with the current user-flow on the oculus app on a phone. Going through the provided documentation I was able to confirm it worked through skipping the first user experience via ADB commands suggested and able to get it access to a wifi network and begin updating the firmware.However I've reached the point where if I turn on the head set I end up with a 'downloading' screen for updating the Headset, but it does not immediately show a progress bar, and eventually only shows a half full progress bar that never (within the last six hours of the work day) updates.I am not sure but I suspect that I've managed to get my Santa Cruz into a bad state, does anyone have advice on a shell command to restart/force the HMD update or a way to reset to factory settings via ADB?The only other thread I can find related to this magically resolved itself without any clarification on how
Recently (since update v28/v29) more and more users seem to have issues with Cloud Sync not working properly and prevent the game to launch (loading forever, or making the game return to home after trying to launch).It seems to only be a small fraction of users on both Quest 1 and Quest 2 based on feedback.Other games seem to have the same issues with some of their users (based on recent public reviews), seem to happen more and more since the last few weeks.Currently there don't seem to be an easy way to temporarily disable cloud sync on a deployed app. Any other devs using cloud sync in their game having similar issues with their users?
Has anyone here had issues getting movable spotlights working with the Quest? It's supposed to be an engine feature (when enabled) since version 4.22. On the Quest 1 they are working as expected in debug builds, but ISMs disappear when hit with the light in release builds. On the Quest 2 I get a crash with the error 10-21 22:09:05.362 20348 20510 D UE4 : Ensure condition failed: sizeof(ParameterType) == Parameter.GetNumBytes() [File:/UnrealEngine/Engine/Source/Runtime/Renderer/Public/MeshDrawShaderBindings.h] [Line: 206] 10-21 22:09:05.362 20348 20510 D UE4 : Attempted to set fewer bytes than the shader required. Setting 64 bytes on loose parameter at BaseIndex 112, Size 16. This can cause GPU hangs, depending on usage.This can be reproduced by doing standard configuration of the VR template to run on the Quest 2, and activating movable spotlights in project settings and attaching a moveable spotlight to BP_MotionController. I am using the Oculus fork of 4.25.3 and Vu
Currently hand tracking is used as a substitute of controllers and that it won't enable unless controllers sit idle for a few seconds, thus they cannot be used simultaneously to have controller and hand each govern a different set of commands.Is this a hardware limitation or hard-coded restriction that cannot be worked around? Say for example, if I want to swing melee weapons around in a RPG game with controllers for better tracking, but wants to be able to cast spells with hand gestures by "dropping" (using wrist band) my controller and quickly switch to hands to draw magical circles in the air. Once done I would pick up the dangling controller quickly and continue with melee, all of which makes for a seamless gameplay without ever opening an in-game menu to switch between melee and magic mode?
Whats the right way to save user information? Can I get username from oculus quest device, their Facebook id?Should I make users create a username in the game and save that in player preferences?Whats is the right approach for this. My game is built using photonnetworking for oculus quest.Entitlement check is working too. Thanks for the direction!
Hi there,I am currently developing a VR experience for a museum and they will want to have several stations for visitors to use in the museum for the exhibition.I'm working with unreal engine, and I was wondering if there would be an easy way for the museum to install the app onto multiple headsets. Would they need to create as many Facebook accounts as they have headsets?Is Sidequest recommended or can I just copy files over onto the headsets? Right now I'm just launching the app from UE4 and it works fine but they won't have ue4 installed on their end.Just trying to figure out the easiest way for them to install the app once it's ready.Many thanks,Pascal
Hey, all.I've been searching around trying to find some details on how the mandatory Facebook integration is actually going to operate. You see, we are an education-focused development team and we know that educators will be dubious about mandatory Facebook integration for the Quest headsets while they use our software. As such, I have several questions I'd like answered:Will we be able to sync multiple headsets to a single account, much like the previous Oculus accounts?Can these accounts be Facebook Business accounts, thus allowing a school, or university to have that be the Facebook account used?Will there be settings either within the Oculus dashboard, or, ideally, within the Oculus mobile app to restrict social media functionality inside the headsets? For example: the ability for educators to disable social media posting, chatting, etc. through password protection before letting a student inside a headset?If the answer to all 3 of these questions is "yes," then our entire team wil
I'm making a game in Unity for Quest 2 and I have a problem with the camera. If I'm positioned in a certain way in the game world and then takes of the headset long enought for it to go into sleep. When I put it on again a few seconds later everything is recentered in the direction I'm currently facing when putting it on. This is really frustrating if you make a game were you are in a cockpit and you have to recenter everytime if you take the headset off. However. If I turn of the guardian system in the developer tab the world is NOT recenterd after sleep. Position, rotation and everything is remembered and is exacly how it was when I took the headset off. Is it possible to make it work likte this with guardian turn on too? I'm very confused. Hope someone can help! Thanks
Where do I send my oculus to get replaced?
Hello there, In Unity, the Oculus Platform settings state that the credentials used are these from the Oculus application. Looks like this is not the case for me, and I'm not able to resolve the situation so far. I reinstalled the Oculus desktop app, I used that "Restart Oculus" feature from the desktop app in the Beta section, deleted the plateform settings and letting Unity regenerate these, still somehow connected to the wrong account. What am I supposed to do ? Thank you.
I have a game created for the quest using unity and Photon networking. I want to start implementing matching making and adding friends inviting friends.Should I be using the oculus matchmaking service or Photon networks matchmaking service? Why? Lost thanks for the help!
I would like to toggle OVRGrabbale on a game object, subject to a boolean condition. As an example, a virtual "screw":- when it is screwed into a hole (engaged), it SHOULD NOT be grabbable by the player- when it is unscrewed (dis-engaged), it SHOULD be grabbable by the playerMy understanding is the boolean attribute "allowOffhandGrab" can / should be used for this, however this attribute is only read-only in OVRGrabbable.cs.Adding a setter in OVRGrabbable.cs has not had any effect on disabling OVRGrabbable during runtime./// <summary> /// If true, the object can currently be grabbed. /// </summary> public bool allowOffhandGrab { get { return m_allowOffhandGrab; } set { m_allowOffhandGrab = value; } // Added to test grabbablity switching (ie. on / off) but does not seem to work }As a partial workaround solution, I've also tried enabling / disabling the g
Oculus Quest 2 support Finger Tracking with controllers?
hello, does anyone know if it is possible to use With Unity 3d a controller in one hand and hand tracking in the other?
I am suddenly unable to access files on my quest when I connect it to my PC. Previously it would appear as a drive in explorer. I have tried rebooting both PC and Quest as well as turning permissions on and off on the Oculus side app. Nothing works. I can see the Quest as a device when connected and also I can send debugger commands to it with ADB. As this has only just started happening I suspect some sort of update of the Quest being responsible. Does anyone have any advice?
Hi I have some apps with build apk's on ALPHA channel that have had their malware tests running for almost an hour now. What's wrong? regards - Björn
Looking at the Mobile SDK headers, ovrSubmitFrameDescription2 that gets passed to vrapi_SubmitFrame2supports multiple layers. typedef struct ovrSubmitFrameDescription2_ { ... // hidden other struct members for brevity. uint32_t LayerCount; const ovrLayerHeader2* const* Layers; } ovrSubmitFrameDescription2; And the ovrLayerHeader2 struct seems to support blending between layers and you have ColorScale.a to control that blend. typedef struct ovrLayerHeader2_ { ... //Again I'm only showing the relevent struct members ovrVector4f ColorScale; ovrFrameLayerBlend SrcBlend; ovrFrameLayerBlend DstBlend; } ovrLayerHeader2; It seems that it might be possible to use this system to fade the screen to black (or any other color really) during say teleporting, instead of doing it as a post process or shader epilogue. Seeing as the compositor is already processing images in the submitted layers, if it is possible
Hello, I'm currently in a VR dev internship and I struggle a bit to understand how does LibOVR works. To familiarize myself with it, I have to render a simple DirectX11 program to my Oculus Quest 2 (a simple triangle from the DirectX11 tutorials). But, the problem is that I don't know where we make the link between the program's output and the Oculus. I followed the LibOVR documentation + samples, to see how to implement it, but the thing is that I still don't understand how to do it... 😅 The only thing that I have is a black render, due to SetAndClearRenderTarget function. Can someone help a distressed student please ? 🙏
Hi, Should I be able to have a successful entitlement check in the Editor while developing for Quest/Android?I have the AppID setCore is initialisedData Use Checkup is Complete for LeaderboardsAndroid build is signed, uploaded and working
Hi, for my Master's thesis, I'm implementing custom hand gestures and have been trying to derive a pointing direction from the bone positions and orientations provided by the hand tracking. The pointing direction I end up with is very unstable and shaky though (because the bones themselves are too) and I haven't had much luck with filtering, it's either still shaky but responsive or less shaky but very sluggish. So I tried the Pointer Pose provided by the Oculus plugin and it's way smoother, but I can't really point below a certain height.So my question is: is there some way to see how the Oculus Pointer Pose is implemented or even get access to the source code? Or alternatively a way to "adjust" the Pointer Pose to work better with different hand postures and different pointing angles?Thank you!
I want to download the APK to local storage within the app and install the APK to Quest.This method didn't work.GameObject.Find("TextDebug").GetComponent<Text>().text = "Installing App"; try { //Get Activity then Context AndroidJavaClass unityPlayer = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject currentActivity = unityPlayer.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject unityContext = currentActivity.Call<AndroidJavaObject>("getApplicationContext"); //Get the package Name string packageName = unityContext.Call<string>("getPackageName"); string authority = packageName + ".fileprovider"; AndroidJavaClass intentObj = new AndroidJavaClass("android.content.Intent"); string ACTION_VIEW = intentObj.GetStatic<string>("ACTION_VIEW"); AndroidJavaObject intent = new AndroidJavaObject("android.content.Intent", ACTION_VIEW); int FLAG_ACTIVITY_NEW_TASK = intentObj.GetStatic<int>("FLAG_ACTIVITY_NEW_TASK"); int
I was using quest 2 and the Mobile native SDK. My question is how to measure the "motion to photon" lantency?I checked the OVR Metrics Stats(https://developer.oculus.com/documentation/tools/tools-ovrstats/) but failed to find it. Thank you.
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