This is a new problem/bug introduced with the latest Quest 3 software
update auto deployed last week.Old workflow: When you have a link cable
connected to your PC and you are trying to deploy a packaged build to
your HMD via ADB, your normal workflow...
I need to package a build for the oculus quest and I can't seem to find
any documentation on either the Oculus site or the UE4 documentation
site. Does anyone know of any good reference docs for packaging a build
for Oculus Quest, or have a good pack...
Wow, I'm a noob. I just discovered that Oculus Touch controllers have
capacitive touch on most of the buttons... So *thats* how "finger
tracking" works. I'm using UE4, so you Unity devs may have slightly
different results. But here's my notes on how ...
I'm building a room scale VR game where people stand and move around in
the play space. I have the Oculus Touch controllers and two cameras. The
cameras are mounted on either side of my desk, with about 5 feet of
distance between them. The cameras ar...
I'm building a room scale VR game where people stand and move around in
the play space. I have the Oculus Touch controllers and two cameras. The
cameras are mounted on either side of my desk, with about 5 feet of
distance between them. The cameras ar...
I've been wondering the same thing for days. There is no documentation
and no UI on the developer page to share an app with an org. I've gone
through the process of submitting my app and getting to approved for
release, released the app, and there is...
This is fascinating. So, you lost inside out tracking when you switched
between incandescent lights and fluorescent lights? Was there a big
difference in levels of light intensity in the room between the two
light sources? Is this something reproduci...
I think 80% of your requests are out of the hands of game developers. We
don't have any control over hardware features.Also, for point #4: We
*must* hit 90 frames per second. If we miss it, people get motion sick
and our games get rejected from app s...
I think you could probably help SLAM by putting more visually distinct
markers onto the floor of your warehouse. You should also consider the
intensity of any lighting -- it may over saturate the camera sensors and
lower the reliability of the SLAM a...
Okay, a couple points to note:1) The VR template which comes out of the
box with UE4 was designed by Epic and they wanted it to be broad and
simple enough that anyone could use it in a project.2) Templates are a
*starting point*, not a full fledged s...