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 wha...
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,...
HelloI'm working on a VR application in Unity for the Oculus Quest 2.One
of its features is to record in a video what the user is doing and
watching. The recording session is triggered by an in-game button.For
now I didn't find any useful solution co...
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 th...
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...
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...
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 ...
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 ...
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.
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...
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 gettin...
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, w...
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...
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 cur...
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 ...
Hello,I am trying to connect to a Bluetooth device on the Quest 2
through my Unity application. Whenever I launch the application I get a
debug error message of not having the required Bluetooth permission. I
have made sure that I include these permi...
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 cl...
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 force...
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/Su...
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 Ja...
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 t...
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 h...
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 ma...
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 ...
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
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?