Quest Development
Recently active
Ok. So, I have been doing my research on FBT and how one accomplishes it. Currently, the various options include the vive trackers with base stations, Xbox connect, even using your phones work. And the use of the phones got me thinking... The quest 2 tracks it's position in the environment optically as well as the controllers. It's standalone and amazing for what it can do, but FBT is only available through PCVR. And I believe that it's possible to be done stand alone. The valve trackers track orientation but require the lighthouse based to track position. The headset has the capability to track it's position as well as orientation with the use of it's cameras. Theoretically it should be possible to create a tracker that has it's own camera system that sends the same optical and orientation data straight to the oculus and it calculates it's position based off it's own perception of the same play space. Maybe this can be done with wearable bracelets and anklets with cameras on
Hi, Any here can post a link to a Unity project where the OVRPlayerController or similar ACTUALLY PROPERLY switches from controllers (with hands on the controllers animated like in oculus home) to hand tracking and back? Already tried many different ways to make that function the past 2 or 3 days. Thanks in advance for posting a link to a project that actually functions properly that way in Unity 2020 lts (preferably, although 2019 lts is tolerable also).
I've looked everywhere but I cannot find the answer. I've been developing a game for Quest 2 and will be publishing using App Labs. Following conversations with various other developers who have succesfully launched on App labs I'm being told that I have to get my game running on Quest 1 as well? Is this the case?
How would I go about retrieving the username of the user playing my game? I already have the entitlement check setup and working but I can't figure out how to access the Oculus identity with the Oculus Name and Oculus ID in Unity.
My unity project is running super well on Quest 2 at 72hz. I believe the game can run at 90hz but I have no clue where I can set the FPS limit/lock. Where / how do I set this FPS lock for my game?
I have a Santa Cruz dev kit from early 2018 (EAS-M10) and ever since the firmware updated OTA a week ago I have been unable to pair the device with the Oculus App on any iOS device I own (I don't have an Android device to try this with). I have tried:Turning bluetooth on and off on both iOS devices I tried this with (an iPhone X and an iPad Air 2)Restarting all devicesTrying to follow the instructions in the pairing process exactly - ie turning off the Quest while it's plugged in, turning it on at the appropriate time, etcI tried leaving the Quest on over night to fully charge and hopefully do any more OTAs Tried factory reset via fastboot menuTried ADB logcat to see what happens during the pairing process, and it seems like the devices are communicating via bluetooth but maybe some connectivity issues on the device?03-21 19:48:24.531 1458 1767 W CompanionServer: No connection03-21 19:48:27.200 1245 1723 I bt_btm_ble: btm_ble_resolve_random_addr_on_conn_cmpl unable to match an
I'm porting a game to Quest and so part of my work is to interface the engine's Vulkan renderer w/ the Oculus Mobile SDK.I believe I'm setting up the SDK correctly (I'm following the examples and the guidelines from Oculus' docs) but still I'm getting a nasty error when trying to submit a frame.Here's a high-level list of the things I'm currently doing:I initialize the API.I create a Vulkan instance and device w/ the expected extensions.I acquire per-eye swapchains and get Vulkan handlers for each of their images.I setup framebuffers and renderpasses using those images.I acquire a native android window.I enter VR mode (making sure the app is resumed).Then at the end of my render loop I setup an ovrSubmitFrameDesc and then call vrapi_SubmitFrame2(). I'm also making sure I only call vrapi_SubmitFrame2() after all work has been submitted to the GPU (I'm currently using a fence on my work queues).However, as I mentioned before, the call to vrapi_SubmitFrame2()
In Quest development, we use InputFocusLost and InputFocusAcquired messages to pause the app. However, if you open the Oculus menu and further open or close the Wi-Fi settings screen, unnecessary InputFocusLost/InputFocusAcquired messages are sent, which makes the app works incorrectly.Each Oculus Quest 1 and Quest 2 have different behaviors.# On Oculus Quest 2 Symptom: When closing the Wi-Fi settings screen, unnecessary InputFocusAcquired and InputFocusLost messages are sent in a row. OS version : 28.0.0.221.359.284529906Runtime version : 28.0.0.230.359.286257763- Open the Oculus menu2021/04/27 14:08:30.147 11950 11973 Info Unity [OVRManager] InputFocusLost event2021/04/27 14:08:30.179 11950 11973 Info Unity [OVRManager] OnApplicationFocus(false)- Open the Wi-Fi settings screenNo messages are sent.- Close the Wi-Fi settings screen2021/04/27 14:09:04.312 11950 11973 Info Unity [OVRManager] OnApplicationFocus(true)2021/04/27 14:09:04.313 11950 11973 Info Unity [OVRManager] Inp
Hello everyoneI start off by saying that I'm new to coding in Unity and for Quest and I find the official documentation hard to navigate but I welcome if you could point me to the answer assuming it's there.I'm trying something very simple, to create a private room with the Platform.Rooms library.Oculus.Platform.Request room = Rooms.CreateAndJoinPrivate2((RoomJoinPolicy)1, 2, null);This simple line I got returns NULL and I have no idea whyAnyone can give me some insight on this?Thank you!
I am currently studying making vr games. I am developing using Quest 2, but I want to make a game using mrc provided by Oculus. How do I make it like the mrc version of beatsaber?I have mrc installed, and the beatsaber game works fine on obs.I am currently making a vr game using unreal4. Can I just make a game and package it for Quest 2?Should I render using composure?If anyone knows, I would like to answer.
How do I fix my Oculus Quest 2. My menu screen is so small. Giw do I get it back to big screen?
Is there a way I can install the Oculus Companion App on the Device Emulator and be able to test Oculus Quest Native Apps? I have tried a few things but to no luck.Thanks.
So, our Unity app has a lot of simple objects, and pushes the GPU pretty hard. Looking to squeeze every last drop, I took the oft-cited recommendation to override the texture compression to ASTC. Unfortunately, I noticed a fairly significant drop in runtime performance - maybe 10% or more. Enough to dump us down from 72fps to 60 in many cases. Is this unusual? I'm curious to know the technical reasons why ASTC is supposed to give better performance (as per OVR Performance Lint, and several articles) and what our use-case might be doing to foil that. Any info, or even anecdotal notes would be appreciated.
Question about App Lab requirements. Can I require a user to login with credentials in order to access the application's main features, or is that outside the app lab submission guidelines. I've read through them all, but haven't been able to find clarity on the subject. Hypothetical Flow would be1. User opens application2. User is placed into a lobby 3. User much input credentials from 3rd party software to access application4. (If no credentials are present, user can create an account from the lobby)
My build apk file developed in Unity was working on Quest2 a few months ago, but now it's not working. To be more specific, I used Quest to test, and everything is working normally; while I launched the app on Quest2, there was a dark flash and forced to quit immediately. Here are what I changed:Updated the Oculus Integration Package to the latest version (27.0);Updated the Oculus Quest and Quest2 to the latest version;Followed this instruction to upload the app to the dashboard yet with failure: https://developer.oculus.com/documentation/unity/unity-platform-tool/.Since many things have been changed, I'm not sure what caused this problem. If anyone can help with it thanks in advance!
I had some issues with the rendering of spark particles in the Starter Contents. After investigation i detected that the documentation was writen for older oculus quest, and for quest 2 the unreal project setup must include plattform/android/build/Support Vulkan. I also suggest to include arm64 and set target sdk to 29.
Hello to all, We are Immersive Factory, a French company that publishes and develops VR training modules (EHS) and we would like to deploy our catalogue (more than 20 courses) on Oculus Quest 2.Our courses are developed with Unity and our store in Java + Webview.We have already successfully ported our Unity applications, however our store is more problematic: We have managed to launch and display our store on Oculus Quest 2 and start downloading our applications but the installation of the applications seems to be blocked. We know that this limitation is probably due to Android 10 not allowing "no system" apps to install other apps.Is there a way (Android overlay, service, intent?) to install APKs from another java application? Unfortunately, our store also ensures the security and updates of our training modules and we therefore absolutely need it to work.Thank you in advance,Colin.
Hi all,When submitting an application for applab (just as a release channel, not for the store just yet), I have noticed that it sometimes takes a very long time before users (including myself) can test the application. Is there a way to check when this is ready/how much time is remaining? The app is listed, but when launching it, it just keeps loading. When I sideload the apk myself it works fine.Thanks for your response!
Hey,I have an issue with taking screenshots in an app that I made in Android Studio,I have tried several different permissions: WRITE_EXTERNAL_STORAGE, READ_EXTERNAL_STORAGE, CAMERA, CAPTURE_VIDEO_OUTPUT, MEDIA_CONTENT_CONTROL, READ_FRAME_BUFFER, I have also tried removing the FLAG_SECUREbut no matter what I try inside the Quest 2 headset I get the message "The developer has disabled taking photos in this app."
so with a blank project, following the guide on oculus.com, i can run it on Quest 2.But after i imported Unreal Automotive Beach environment, the environment level and the blank level (that was able to run just fine) now no longer work. It doesn't matter which level i set as the launch level, the app simply crash a few secs after launch on Quest 2. any idea how to see what caused the crash? usually when i was developing an android app thru android studio, the console window will show what caused the crash. but unreal didn't have this feature. the console/log window simply saying that it has successfully installed and launched the app on Quest 2. thank you
Hello, Developing an app and installed it to the quest so it shows up under unknown sources and runs. However, switching to the test account the unknown sources has no apps. How to get an unknown source app to run under a test account? Am I doing it wrong? Thanks for any help,Dennis
Hello. I'm creating a Mobile SDK application, and I'm experimenting a trouble when handling input: When I run my application from the dashboard vrapi_GetInputTrackingState returns ovrError_NotInitialized and Logcat shows:2021-04-14 19:25:18.131 12351-12457/com.oculus.sdk.vrcubeworldna W/VrApi_Input: vrapi_GetInputTrackingState: ovr->Destroyed If I start the application debugging everything runs correctly.What mean ovr->Destroyed? Thanks in advance.
I have an older t5500 computer, and the USB3.0 pci card I got does not seem to be working. I wanted to know if anyone has developed content in Unity or Unreal through virtual desktop instead of with the LINK cable?
I fall on the extreme lower end of the PD (pupilary distance) range, with a PD of 53. The Quest 1 had a minimum PD of 56, low enough that I could use it comfortably, as long as it wasn't for long periods of time. Now that the Quest 2 has a minimum PD of 68/69, I am noticing severe eye strain when I try to use my headset. Is there any possible fix for someone like myself with a low IPD?
We're not able to update our apps on the Go because it's been sunsetted. Now, we're also not able to get our apps approved through App Labs as they're incredibly backlogged. We've been waiting for months. So what would you advise developers to do to be able to distribute on your platforms? We've been bumped off the Go with nowhere to land on the Quest. Can you please let us update our apps on the Go while you're clearing the backlog of App Lab apps? Or give us a private release channel where we can distribute our apps on Quest? Thanks for listening.
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.