Quest Development
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Hi.I'm a brand new oculus quest 2 owner.Also a developer.I'd like to develop an app for it by hobby.No plans yet about going to the market with it.Question: can I give an organization name on the developer registration that not exists in real world? Maybe my Firstname Lastname?I can't turn on developer mode without this registration.
Hi,I have installed the latest Oculus Integration package 28.0 and using XR plugin management 4.0.5 and Oculus XR Plugin 1.9.1 for Quest 2 app. But after several import I am not able to find Phase Sync Option. Appreciate any support here.
In unity if select "OpenXR" from Project Settings->XR Plug-In Management->Android tab and build/push my .apk to my quest 2, my game doesn't display in full screen. I'm just in Oculus home and see a 2d screen of my game environment. If I choose "Oculus" from this setting instead, it works fine. Am I missing a step to get this to work for "OpenXR"? Thanks!
Which requiredFeatures or optionalFeatures does the Oculus browser support on Quest (1 or 2)?From this Stackoverflow-post: https://stackoverflow.com/questions/61291789/how-to-set-highrefreshrate-in-webxr we get some suggestions about features that can be enabled/changed:Foveation: no-fixed-foveation, low-fixed-foveation-level, medium-fixed-foveation-level, high-fixed-foveation-levelRefresh rate: low-refresh-rate, high-refresh-rateStill, when trying this out, only refresh rate works:navigator.xr.requestSession('immersive-vr', { requiredFeatures: ['local-floor'], optionalFeatures: ['low-refresh-rate'] })The above will get me lower refresh rate so that one works!!However,navigator.xr.requestSession('immersive-vr', { requiredFeatures: ['local-floor'], optionalFeatures: ['high-fixed-foveation-level'] })...has no effect...Do we have any official documentation on this??? O
I'm producing marketing materials for a client with an Oculus Quest 2 app, but there's something I'm not following from Oculus Store Asset Design Guidelines | Oculus Developers;The store requires 5 screenshots in 16:9 landscape, but capturing from the headset will only generate a 1440x1440 square from one eye. Is there something terribly obvious that I'm not following?
I want to learn to develop games or apps for the Quest 2 but I have no artistic ability. I would like to know if anyone on here has succeeded in developing games or apps despite not being able to draw or anything. I'm not looking for people that are trying to do so, just those that have succeeded, so that I will know it is possible, and so I can ask questions of them. Thanks!
HiI want my game to run on Oculus Quest 2 headsets, but I don't plan to support Oculus Quest 1 headsets. I'm developing in Unity. In the Unity Editor I have set Project settings -> XR Plug-in Management -> Oculus -> Target Devices to have Quest 2 ticked, and Quest unticked, BUT when I upload the build to the Oculus Developer Dashboard and preview my Product Details Page (PDP) it says that the game supports Quest & Quest 2. Is there some special way for me to tell the Dev Dashboard that I don't support Quest 1? Thanks for any help Paul
Hi, Now that Oculus has officially discontinued Oculus Quest,I need to know whether I can still develop apps and games for Oculus Quest using Oculus Unity3D SDK.I need to know if there is a deadline for the apps that can be uploaded to the Oculus Store which was made for Quest onlyIn the Oculus documentation, it was mentioned like this "From the hardware standpoint, all apps that target Oculus Quest are automatically compatible to run on Oculus Quest 2". So does that mean if I develop apps for Quest, will it be supported for Quest 2 automatically, or do I need to do any additional changes in my app for it to support Oculus Quest 2 also.Since now, Oculus Go support has been deprecated by the Oculus Unity SDK, will there be any kind of similar issues, if I develop apps and games for Oculus Quest too in the near future?Can someone please answer these questions. Thanks.
Hi,We have a question about how it's working now. Previous to have a chance to get your app on the Quest Store you needed to send a draft or idea of a project on a very-early level of development to the Oculus team. Oculus wrote it clearly "Send your idea as soon as possible to avoid money spent on product that will not be on Quest Store when we decide this way". Now Oculus gives us Lab Apps - that is a really good solution for some small demo and b2b apps but for other apps like games ?1) Previous : you send idea and Oculus team say if this title will have a chance to be on Oculus Quest Store before you spend all money and even start think about developing2) Now : you need to spend all your time and money to create an app that MAYBE will go to Store - Oculus will decide if this is good or not and you don't have any voice in it - this is absurd!We asked support if there are some conditions that the app needs to meet to be promoted from Lab Apps to Oculus Quest Store - Oculus team don't
I'm trying to profile a Unity app on the Quest 2, but I'm having trouble setting the GPU level. Here is what I've been trying to do:I'm checking the current GPU level using adb logcat -s VrApi (under CPU4/GPU). It seems to hover around 2 or 3.I tried using adb shell getprop debug.oculus.gpuLevel, but by default this returns nothing. I assume this property doesn't refer to the actual GPU Level but the enforced GPU Level, so having it empty means dynamic GPU level.In my Unity project, I'm using:OVRManager.gpuLevel = 2;to try and fix the GPU level. This seems to be ignored by the Quest (logcat still reports GPU level 3 sometimes). Moreover, using adb shell getprop still returns nothing. Shouldn't that one pick up the fixed GPU Level now?Alternatively, I tried using adb shell to fix the GPU level at runtime using: adb shell setprop debug.oculus.gpuLevel 2 When I do that, getprop does pick up on the value I've set, but the GPU level reported by logcat still fluctuates sometimes.Any ide
Hi, When connecting the quest2 over usb the headset start charging and there is also a usb prompt in the headset but Oculuss app says there is no headset plugged in. Pairing a new headset doesent work as well because the oculus app doesent find the plugged in headset. The airlink doesent work as well. Windows says that Coudnt find any headset after trying to enable the airlink Any sollution?
Is there anyway to cast one Oculus 2 to another Oculus 2 ? We need to set up one Oculus device still and live streaming to another device. Does anyone try this?
Hello, I'm working on an immersive animation in 360 stereoscopic, I intend to sell it at the oculus store, I developed an app, which basically is a main room where the user can see information about the film and choose subtitles, (English and Chinese) and another where the animation plays, everything is working perfectly, but I have several doubts. 1 - the app was developed at unity. I can put the embed video on the app. and so I believe the app will be around8 gigs in size. what I think shouldn't be a problem. I could put the video on a private host of mine and the app stream the video on the app,is this allowed by oculus or recommended? but there if the userhas a bad internet I run the risk of the user experience not being good.2 - 2 - if it is allowed to use an external host to play my animations. how would I go about placing a purchasing system? where would a scene from unity pull other scenes with the content?3 - I currently think about putting an animation per app. where the app
Hi,I have been developing a free web app which supports 3d VR rowing. https://ergometer-space.org/ I recently added WebXR support especially for vr glasses. So far I have been testing WebXr with an android phone and an emulator. But I think it is time to try a real vr headset. The thing is that my app needs a browser which supports web blue tooth and webXR. Theoretically this should work on an oculus quest 2 because it uses chromium and the hardware supports low power blue tooth. I want to know if it works buy a headset. Is there any one which has experience with web blue tooth and the oculus quest 2? Or can some one start the web site and check if the connect button starts a list of blue tooth devices? Thanks
Hello!I'm trying to get OVR platform services working, but I stumbled upon a problem in the following steps:1. Initialize platform with `ovr_PlatformInitializeAndroid`2. Check entitlement with `ovr_Entitlement_GetIsViewerEntitled`3. Trying to get logged user info with `ovr_User_GetLoggedInUser`All steps aren't rasing any errors, but function `ovr_User_GetID` returns 0 and function `ovr_User_GetOculusID` returns "".My account is added to the organization and has the admin's role. Cloud storage, for example, is working. Can you help me with this?
Hey! I have created a new release channel for external QA, they have access to our app and all working fine for the most part. However when they try and purchase addons from within the app they are blocked by an Insufficient Permissions popup. Its not clear where on the platform or in any settings anywhere why they are getting this. Any ideas what I'm missing or where I set the permissions? Thanks in advance.
Just did the F8 hackathon, my intermediate at best knowledge of C# and many internet searches failed me in one respect. Try as I might have I could not save a wav with any voice data. I used some code from lipsync and got sound, could create a wav file header but no sound data.Tried many methods. So, instead I'd like to figure out how to stream the data to wit.ai.If you have any idea how to make this happen? Hackathon done but I need some help making this work.How does FB make it work? Also I'd like to add automatic activation in my app of this feature without having to click anything like it is available globally and my wake message can be activated.
Hello! I'm on the hunt for code (C, C++ or anything that looks like C) that will allow my app to find the intersection of the Touch controller beams against any cylinder projection "screens" created in the app. Pretty much what Oculus Home uses to allow the user to click on buttons or other UI controls in the large, main screen in it. I just want to make something clear: it is very tempting to say "hey, that is just a ray-cylinder intersection algorithm - google for that". That's not entirely true - the Oculus Mobile SDK does not really expose general cylinder construction parameters that we could use in generic intersection algorithms (even though there is a very intriguing matrix inside ovrLayerCylinder2 that I always suspected might be the key to solve the issue). This is why I'm currently looking for a solution which I can send the ovrTracking data of a controller, the ovrLayerCylinder2 data of the screen, plus whatever else is needed, and then it returns the (x, y)
Okay, so been developing a native engine port to Quest and Quest2 that's been running absolutely fine for months until the latest MobileSDK update and/or headset updates (it's been on the shelf a month and getting back into it). Now the app runs horribly slow on both Quest and Quest 2 so I hook up RenderDoc and it blasts away flawlessly on both headsets. WTF? Turn off RenderDoc and performance is horrible again, turn it on and it's fine. What am I missing? Is there a debug setting somewhere that's looking for the RenderDoc server or something? Help please!
We have created a secondary account on our Quest 2 for my son. He has made some in-game video recordings but the Quest will not allow us to connect it to a PC under his account so he can copy the recording off for editing. I have tried under my admin account but I cannot see any other user's data. Is there a way accomplish this? If not, I think that this should be something to add in the future. Thank you
How do I watch courtside NBA on my oculus quest 2
So I'm really excited at the prospect of headmounted desktop computing, but what I've seen so far is either mock-up renders or someone typing on a Logitech keyboard into a browser window.This is all very good, but I'd like to start thinking about what tools I could develop. Are there any indications as to when the developer community is going to get access to APIs?If it was confirmed today that it would support Java Swing apps, I'd probably start prototyping stuff tomorrow....
Hi, I'm working on a VR application in Unity for the Oculus Quest 2. In the Standalone version of my project all of my skyboxes look good without any pixelation. But when I ported the project to Android platform to develop the application for Quest2, the skyboxes now look pixelated. I had tried multiple compression formats for skyboxes, but none of them is removing that pixelation. Can you suggest the texture format and import settings for a skybox to appear at it's best quality ?Thanks!
I am needing to share preview builds of an App Lab app via Oculus' preview app feature. I have added another user via Release Channels -> Builds -> Add Users. My users have accepted the invitation and can see the app in the preview apps section of their Account settings on the web browser Oculus.com site. We cannot see the app in the preview apps section on the Mobile App nor can we see the app in the headset. Is there a new location where these preview apps reside?
I submitted my Quest application to AppLab and got the feedback that it does not pass VRC.Quest.Functional.3. This is the requirement that the user shall not get stuck in the experience. The remark was that the user got stuck in the main menu. I have tried to reproduce the issue in many ways:I have run the app for 45 minutes, tried all scenes and back to the main menu, shortpressed the Oculus home button and then resumed the app. Recentered the app and continued. Made a photo and a video and resumed. Took off the headset for 10 minutes and resumed the app.Everything worked fine. I asked Oculus for some more context, so that I can troubleshoot this, but they could not give more details. Fair enough, they get so many apps these days. Has anyone experienced this before? Any suggestions on why this may have happened? Thanks!
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