Quest Development
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if so please contact me anytime at daftkrominayt@Gmail.com thx
It seems that setting the OVRManager.AllowRecenter to false doesn't do anything. We use artificial locomotion in our game so the allowRecenter is allowing players to teleport through walls and we'd like to disable it.
Is it possible to develop Quest app without owning a Quest. I am migrating my Rift game to Quest and I am facing problems with UI menus in and in game's performance. This how my Rift Game UI works : https://www.youtube.com/watch?v=pJqJ-eVVRLg&t=3sI have asked my friend to test my new Quest build:It has shown like this: https://www.youtube.com/watch?v=vSRHuH2qu-0Is there a way to emulate Quest build and test it via Rift? Yes, you can advice me that it must be okay as long as its playable in Unity Editor. But I am missing the UI functionality in the build and couldn't able to find what am I missing without a quest device. Can anyone educate me with the difference between Rift and Quest UI system?
This is a Go+Quest question. I have a Oculus Mobile C++ app forked from the VRCubeWorld_NativeActivity example in the Oculus Mobile native SDK. I hooked in my own code in `ovrRenderer_RenderFrame`, so right after the framebuffer and the eye matrices are set up I call my own rendering code. This rendering code is shared with desktop, it enables `GL_FRAMEBUFFER_SRGB` and it exclusively draws the SRGB color space.I am trying to figure out how to convert VRCubeWorld_NativeActivity from RGB to SRGB. I want the SRGB drawn by my rendering code to be correctly treated by the NativeActivity.cpp's framebuffer and EGL surface. I have found a way that "works" (I see the colors I expect) but I do not know if it is correct. You can see my exact NativeActivity code here (it is open source).What I did:Pass `GL_SRGB8_ALPHA8` instead of `GL_RGBA8` in ovrFramebuffer_CreateSet `VRAPI_MODE_FLAG_FRONT_BUFFER_SRGB` in `parms.flags` when we call `vrapi_EnterVrMode`()What I did NOT do— because I tried the
We can make 3D flowers in VR "by hand" (tested in Oculus Quest 2, ThreeJS lib is used, MIT License.). See https://www.ibiblio.org/e-notes/webxr/garden/garden.htm. I hope it is possible to make an exhibition site where you will be able to make your VR Gardens. Any suggestions or comments?
Hello,With the previous generation, Oculus made the touch controller CAD files available to develop accessories here: https://developer.oculus.com/downloads/package/touch-accessory-guidelines/However, they haven't been updated with the new Quest 2 controllers. Does anybody know if they're available somewhere?Thanks
Looking for some help here. I use quest 2 w/ link on flight sims and the performance just isn't quite there yet. Even with a powerful machine. I am wondering if there is a way to stop rendering on the eye I am blind in (left eye) to boost fps?
Hi, I have checked all VRC and guidelines and any marketing assets can't display other hardware or logo than Oculus. That's fine. But, we have multiplatform leaderboards in our app, so we would like to display a small logo near the player. Is that ok with Oculus rules ? Thanks !
Anybody else experiencing this? When I plug my Quest 2 into my PC, it sometimes creates a storm of driver disconnections and strange PC pauses, etc. Other USB or Bluetooth devices will become disconnected and sometime can't reconnect at all. Everything about the Quest 2 is fine - I can access files, ADB, profile, etc. The connection process just seems to throw other devices into disarray 😉 Would love any suggestions or even just sympathetic commiseration!
I'm on a team that currently uses hand tracking on our internal Quest test apps to increase reality and immersion. We are moving to Windows VR using Oculus Link, but we are going to lose hand tracking when we do so, without switching to something like UltraLeap on each person's Quest. So my request is to make Quest hand tracking in Windows a real feature usable in built Windows apps, not just a debugging Unity Editor feature.
Hi, I'm converting an Oculus Go project to Quest 2.I find that adding the controller raycast is slighly off center and the reticle lands to the right of what of where the controller is pointing.Looking a the OVRController prefab, there is a slight tilt in the controller.As you can see in the image below.How can I reset the cursor and line renderer to follow the Quest 2 controller?
Hello, I am developing an application for Oculus Quest2 that will eventually run as an experiment. For part of this experiment, I wish to mirror the rotation of the camera such that its y axis(yaw) is inverted. This will make it so that when the user rotates right, they will effectively see the opposite motion sequence - i.e: what they would have seen if they had rotated to the left. I want to be able to control when this mirroring happens, as it should only last for brief segments of the game. I have tried tinkering with the OVRCameraRig.cs file in the Unity Integration Package (in "if(updateEyeAnchors)" section) with no luck. Specifically, I have tried setting the localRotation of the centerEyeAnchor to its inverse y value. Because I don't know how to mirror Yaw with quaternions, however, I do this in a roundabout way - by converting centerEyeAnchor to Euler angles and doing the manipulation with Vector3s. Is hacking the OVRCameraRig script possible in this way or is some o
HiI would appreciate it if someone can point me to a tutorial/documentation that talks about multiplayer hand tracking with Oculus Quest? Daniel's video on SideQuest was the only app that I see similar implementation. However, I did not see any tutorials/documentation on this. I am a bit stuck on this task and couldn't find help. I see good tutorials on how to use VR controllers over the network but not on using Oculus hand tacking in a network setup. Any insight on this would be highly appreciated. Thanks heaps.
I have made a game and shared it with friends. They install the APK using Sidequest, and it ran fine for 3 or 4 different versions where I added things. On the latest version, it crashes on launch on one of the friends Quest 2's, but runs fine on all others. They have deleted the APK and reinstalled with the same issue. The process used to install and run was the same on all devices, but one is not launching the game. Any idea what I could check to find out what the issue is?
Hi everyone, Our VR software has been working fine on Quest since Quest came out. However, recently we've noticed that the laser pointers stopped working completely. The software detects the controllers and laser pointers, however, the laser pointers do not interact with the UI (buttons). That's very strange because we haven't released any updates on Steam in a while (at least a year) and everything still works great on Rift. Does anyone have an idea what might be causing the problem or what is that we can do to try to track down the problem? Has anyone experienced the same issue? We've tried doing some debugging in Unity3D, however, there are no errors in the Unity editor because as I mentioned the controllers are detect and laser pointers show up. Also, is it possible to downgrade Oculus software because we believe this might be the source of the problem? Many thanks!
Hi, I've added an OVRCameraRig to my scene in Unity and have set the 'Tracking Origin Type' to 'Floor Level'. According to the Oculus documentation for Unity, it states: "Floor Level tracks the position and orientation relative to the floor, based on the user’s standing height as specified in the Oculus Configuration Utility." I am doing development on a mac pro with a Quest 2 device and can't find the above stated 'Oculus Configuration Utility' anywhere. How do I set the user's standing height so it is correct? Thanks.
Hello.My OculusQuest app made with UE4 sometimes crashes in the user's environment.According to the stack trace, it seems to be crashed by libvrapi. The stack trace and logs are attached for your reference.I'm using UE4 version 4.24 and OVRPlugin version 1.45.0.I don't know if this is related to the crash, but looking at the breadcrumb, it seems that onActivityPaused and onActivitySaveInstanceState of ActivityLifecycle are called about 0-5 seconds before the crash.Do you know what causes this crash and what the solution is? 03-30 20:43:32.797 7556 875
From my understanding, to enable foveated rendering on the Quest/Go, you must use "OVRManager.fixedFoveatedRenderingLevel = OVRManager.FixedFoveatedRenderingLevel.High" or similar to enable foveated rendering in a Unity Project. This also requires having at least one OVRManager on a gameobject in the scene.I would like to know if it is possible to enable the foveated rendering without the need for the OVRManager in the scene or having Oculus Utilities/Integration imported into the Unity Project at all? Like is there anything we can add to the android manifest or call something from the Oculus(Android) integration from the package manager in Unity?We want to simply use the Oculus (android) and Oculus (Desktop) packages from the package manager in our application but not include too much of the Oculus Integration asset from the Unity Asset store as it contains lots of code that conflicts with other plugins we are using.
I am trying to use multiview rendering in WebVR for Quest Browser as explained here. However "var ext = gl.getExtension('WEBGL_multiview'); returns null.I also noticed that WEBGL_multiview is now deprecated and replaced by OVR_multiview2 according to Khronos. But OVR_multiview2 is not supported either. According to this commit about a month ago in chromium project, OVR_multiview2 is already replaced WEBGL_multiview . Does it mean the same thing is happening for Oculus browser?Does it mean multiview rendering is broken in the meantime?
Hi, I would like to know if there is some way to create a bundle with several App Lab games. It looks like we can't configure this kind of promotions in the Oculus console. In case we would like to create a bundle, would the generation of keys for a bundle to be sold in an external marketplace be allowed by Oculus? Or this is not a desirable way to use the free keys generator? We would like to use this kind of promotional action to improve our visibility, but wouldn't want to use the tools provided to us for a purpose Oculus doesn't accept. The keys distribution information doesn't say there would be any problem about selling or gifting these keys, but we would like to double check it before taking the decision.
I want to port my game Prontonwar to the quest, there is lots of demand.Curious if there is still a way to get dev kits?....
Hi, I'm trying to build a VR climbing application in Unity for Quest 2. I want to be able to move the camera position to simulate change in elevation while leaving the hands in the same place. I have tried to do this by using ovrCamera.transform.Translate(distance) but when I do this, the hands also move with the camera (In Unity Inspector I set the reference to ovrCamera to be the CenterEyeAnchor). Does anyone know how to dissociate translation of camera from those of hands, so it appears that the perspective has changed while keeping hands in the same place? Thanks.
There was such a message popping up when I was trying to record in the Oculus TV or Youtube VR apps: "The developer has forbidden image capture in this app."Now there seems to be no such hindrance.Say if I want to prevent "let's playing" of my game, can I still do that?
Hello everyone, I am new to the developing world and going through guides I still don't understand the main thing: how do I upload an app to be used with a Quest 2 not attached to the PC? I want to create an Archviz project that would not be shared with the public and I have no idea how to install/download it into my hardware. Thanks.
I have a stereo mirror reflection code in Unity (using a render texture and shader).This worked fine until very recently. Now the reflection appears like the eye separation values are incorrect so the stereo rendering is off. I've tried the same APK on an old Quest 1 and it appears fine, but the same executable on the Quest 2 appears wrong. I know it used to work okay on Quest 2 also until recently and old executables of the app also exhibit the same problem so I know its not something that got introduced in a new build. So I am concluding that maybe an OS update has somehow broken our mirror code? Any ideas what might this be??
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