Unity VR Development
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Real-world movement does not work in Quest 1.

Hello!I have created a standalone VR app for Quest 2 using Unity. All is good. It works in Quest 1, I am told. I have never used a Quest 1. Here's the question, in Quest 2 I can walk around in the real world and this movement correlates to VR movemen...

Cannot Pair Quest 2 to PC

Greetings Friends. I am brand-new to the Quest2 and a 3+ year novice at Unity. My intention is to simply Build-and-Run an app from Unity to the Q2. I've failed at that, being stuck here: . I've tried and failed at sideload. In attempts to enable Deve...

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zekev by Explorer
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  • 1 replies
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VR Quest Performance 1

have been running into this same issue submitting my app to the Oculus Store:The app runs noticeably lower than 60 frames per second on supported devices. Does anyone know to change the frames per second in Unity3D to 60 FPS?RenderDoc hasn't been hel...

Resolved! Is it possible to install an APK through WiFi?

As per title.At the moment, I'm installing the APK I deploy, using Sidequest (don't know another way).But I'm worried about the continuous plugging and unplugging of the USB in the headset.It would be much better to install through WiFi.Is it even po...

PolyMad by Protege
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Need Help

Hello Oculus,Here I wanna clarify few things, that breaking my head for long time for building apps for oculus quest and quest 2. I'm a developer playing around with unity and making VR applications. Now I wanna take this to a next level by adding Oc...

Resolved! Worse performance in Build than in Editor

I've been puzzling over this performance issue for a while now. I'm building a Oculus VR game for the Oculus Quest, everything is going great but the performance specifically in builds really tanks while it's great in the editor. I've looked around a...

WoodsInEditor.PNG WoodsInBuild.PNG

Entitlement check - what does it check?

We're trying to implement the entitlement check in a way that we can quit the app if the test fails. The game is on a beta channel and I've invited a user to this channel (not registered as a dev for the organisation).The script used (Oculus sample c...

Resolved! OVRCustomHands trigger collider

Hi everyone,using Oculus Integration and OVRCustomHand prefab, I'm trying to write a simple script that tells me which hand hitted/triggered a specific object.I tried use OnTriggerEnter() method, but the referred collider (CapsuleCollider) doesn't ha...

aleclock by Honored Guest
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Resolved! APK runs on consumer Quest 2 but not OFB headset

I have been successfully building and installing my project on business headsets for months using Unity 2021.1. I switched to 2021.2 recently and now the APK won't run (crashes immediately) on an OFB headset even though it runs on a commercial headse...

FPS goes faster after pressing Home button

On a built project for Quest 2, I set the framerate to 90 with OVRPlugin.systemDisplayFrequency. It works. Just not when opening the app from the home menu, because it stars at around 72 and stays there with fluctuations, I have to press the Oculus H...

SecuoyaXR by Honored Guest
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Oculus Avatar LOD Switching

I am currently trying to implement adaptive level of detail on Oculus Avatars in my application and was wondering if there was any way to switch the Level Of Detail of an Oculus Avatar at runtime in an application? I have tried setting the LOD in Ocu...

JGriers by Honored Guest
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Account Linking and Unity

Hi I'm trying to link the account from my game to the Oculus account. I'm reading the documentation fromAccount Linking: Unity | Oculus Developers The problem is that there is not a single example of code anywhere. I'm trying to achieve this using Un...

MSAA not working with Quest and URP

I've been struggling the past few days trying to figure out why MSAA shouldn't be working on Oculus Quest when using URP (it works fine in editor though). I've tried different solutionsMy current setupUnity 2020.3.8f1 (64-bit)URP 10.5.1OculusIntegrat...

URP Settings.PNG Camera Settings.PNG
sree_g by Honored Guest
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Oculus IAP always returns success in Beta

When we upload our build to the Oculus Beta and try purchasing using the in app purchases, it always succeeds. Even if the cancel button is pressed in the checkout purchase, it seems that the LaunchCheckoutFlowCallback always returns with no error, a...

znayer0 by Honored Guest
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Oculus Spatial Reverb Without Early Reflections

Hello! I'm integrating Oculus Spatial reverb in FMOD. I want to disable early reflections and only have reverb because of performance cost. However, when I turn off "Reflections" on my spatial reverb in FMOD, the audio sounds the same as it does with...

Anonymous by Not applicable
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OVRInput touch buttons always false

Hi all, The following code is always returning false, the only thing that works is trigger. void checkButtons() { print("OVRInput.GetDown(OVRInput.Button.One)"); print(OVRInput.GetDown(OVRInput.Button.One)); print("OVRInput.GetDown(OVRInput.Button.Tw...

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