Viewing Point Cloud in Quest2 from Intel RealSense 455 using Unity and Oculus Link
Hi there, I'm trying to create a project where I can view point cloud data from a RealSense camera on my Oculus Quest 2 using Unity and Oculus Link. Here are the steps I have taken so far: I ran the "PointCloudDepthAndColor" example scene from the Intel RealSense SDK package for Unity, and it worked perfectly fine within Unity. Next, I imported the Oculus Integration package into the scene and added the OVRCamera prefab, adjusting all the necessary settings such as targeting both eyes. However, when I run the scene in Unity, the display only appears on the left side of the Oculus headset. Do you have any suggestions on how I can fix this issue? Thank you.1.4KViews2likes1CommentCustom Android Manifest doesn't allow game to open
Hello, I was trying to set up a Custom Manifest for my game in order to enable dual-core CPU mode and prefer CPU performance over GPU performance in my busy physics multiplayer game. (Boosting CPU and GPU Levels | Meta Horizon OS Developers) I try to keep the number of Oculus/Meta packages in my scene to a minimum because I'm building with OpenXR and plan to launch on Steam, so I used this updated documentation page to get me started with a well-written manifest. (Android Manifest Settings | Meta Horizon OS Developers) So here's what I ended up with. Building the game works, but when I put it on the headset, it fails to launch every time. I've had this problem the last time I tried using a custom Android manifest. What do I do? <?xml version="1.0" encoding="utf-8" standalone="no"?> <manifest xmlns:android="http://schemas.android.com/apk/res/android" xmlns:tools="http://schemas.android.com/tools" package="com.mycompany.myapplication" android:versionCode="1" android:versionName="1.0" android:installLocation="auto"> <uses-sdk android:minSdkVersion="29" android:targetSdkVersion="32" /> <application android:label="@string/app_name" android:icon="@mipmap/app_icon" android:allowBackup="true"> <activity android:screenOrientation="landscape" android:theme="@android:style/Theme.Black.NoTitleBar.Fullscreen" android:configChanges="density|keyboard|keyboardHidden|navigation|orientation|screenLayout|screenSize|uiMode" android:launchMode="singleTask" android:resizeableActivity="false" android:name="com.unity3d.player.UnityPlayerGameActivity" android:excludeFromRecents="true" android:exported="true"> <intent-filter> <action android:name="android.intent.action.MAIN" /> <category android:name="android.intent.category.LAUNCHER" /> <category android:name="com.oculus.intent.category.VR" /> </intent-filter> </activity> <meta-data android:name="unityplayer.SkipPermissionsDialog" android:value="false" /> <meta-data android:name="com.samsung.android.vr.application.mode" android:value="vr_only" /> <meta-data android:name="com.oculus.ossplash.background" android:value="black" /> <meta-data android:name="com.oculus.supportedDevices" android:value="quest|quest2|questpro|quest3" tools:replace="android:value" /> <meta-data android:name="com.oculus.vr.focusaware" android:value="true" /> <!-- Added metadata lines --> <meta-data android:name="com.oculus.dualcorecpuset" android:value="true" /> <meta-data android:name="com.oculus.trade_cpu_for_gpu_amount" android:value="-1" /> </application> <uses-feature android:name="android.hardware.vr.headtracking" android:required="true" android:version="1" /> <uses-permission android:name="android.permission.INTERNET" /> <uses-permission android:name="android.permission.RECORD_AUDIO" /> <uses-permission android:name="android.permission.ACCESS_NETWORK_STATE" /> </manifest>1.2KViews0likes3CommentsURP and Quest
Can I use URP on Quest, and if so, can you help me find the docs? While a veteran of the VFX industry, I'm a virgin with game dev and Unity. I have been trying to understand the different rendering pipelines in Unity, I like what I see in URP and I have seen several examples that suggest to me it works on Quest. However after many battles today I cannot get even the most basic scene to build without an "[your app] keeps stopping" prompt on the Quest. I can build normal scenes just fine to the Quest. I have tried both starting from a "3d" template, and a "3d (URP)", importing the "Oculus Integration" and "Universal RP" as and if required. Then confirming the build and player settings as per the docs. But nothing. I have also tried converting a working scene to URP, but once it's linked in the "Scriptable Render Pipeline Settings", it crashes. The builds goes through without error, but won't run on the Quest. When I select "App Info" on that prompt, I just get returned to the main Home Screen. I don't even see the "Made with Unity" splash. I'm on Unity 2021.3.1f1, and my Quest is on the latest OS, 40.0. Any guidance would be greatly appreciated. Thanks!1.9KViews0likes2CommentsSecurity fail with Unity 6 preview - Quest 2 app won't start.
Hi, After upgrading a Meta Quest VR project from Unity 22.3.44f1 to Unity 6 Preview 6000.0.17f1, I get problems from the Meta Quest Dashboard. After uploading to the store it fails in the security test/validation and app cannot be started in the headset. It seems Meta Quest Dashboard considers Unity 6 preview old, unsafe and exposed to DoS attacks. Version 6000 > 2022 so I don’t understand what could be triggering this. I tried several times to switch between 2022.3.44 and Unity 6 preview and the result is always the same. With 2022.3.44 it always passes and app starts normally, with Unity 6 preview, it always fails and the app won’t start. (Though it updates like normal in the headset). So I don’t know for sure this is causing the app not to start in the headset, but the security fail should definitely not be there. Anyone have an idea around this or if a fix is coming?953Views0likes1CommentUnity 2017.4 LTS and Quest 2 Compatibility
Hi everyone, We have a Unity project built in Unity 2017.4 LTS. We released a Go and Rift version in the last 12 months. However, we now wish to create a Quest / Quest 2 port of the game. When looking at the current minimum specs ( found here: https://developer.oculus.com/documentation/unity/book-unity-gsg/ ), Oculus is now stating Unity 2020.3 is the minimum version for projects. This is a pretty big issue for us as about 1/4 of the game is unfortunately written in unityscript which is no longer compatible with newer versions of Unity which will make updating way harder than it normally is. I guess the question is has anyone successfully launched a game for the Quest / Quest 2 using Unity 2017.4 LTS - is this even feasible? Thanks!1KViews1like1CommentPassthrough and post processing
Good afternoon. I am in a student research group working on a game/Passthrough showcase, that shows factory building and prototyping in vr. We have been struggling a lot with getting Passthrough working, over the last 4 months. Now we had an issue again where it would not work at all in underlay mode when post processing was enabled on the camera using a global volume. Any advice? As we need the post processing for our product. Unity: 2020.3.22f1 URP XR plugin managment: 4.2.0 Oculus integrations: 34.020KViews2likes31CommentsCloud Storage V2: How do i use it in Unity?
Hi I want to use Cloud Storage 2 for my Oculus Quest 2 Unity game. I have read https://developer.oculus.com/documentation/unity/ps-cloud-storage/?locale=en_GB but I can't figure out how to use Platform.CloudStorage2.GetUserDirectoryPath() I want to get a string which is the path of the directory for me to save my game data into for it to be Cloud Sync'ed, but GetUserDirectoryPath() returns a "Request<string>" and I don't know how to get the string from that. Please could anyone help? ThanksSolved3.7KViews0likes4CommentsUnity SharedSpaces sample not working for me
Hello! I did all the step of Unity SharedSpaces Sample except the Oculus Application Configuration. But when I'm install to my Quest 2 and open the app then notthing happen, just a blank space like this Can anyone help me please ? Thank you so much608Views1like1CommentHow to start the VR app in VR mode from Unity IDE in Horizon Workrooms?
I am trying to use Horizon Workrooms as developer environment for VR development. I can edit scene and source code in Horizon Workrooms. But when I start the app in Unity IDE, it starts in flatscreen mode instead of VR mode. PC Oculus Home runs VR apps from Unity IDE in VR mode, but it cannot track Logitech K830 keyboard, Is it possible using Horizon Workrooms to start the VR app from Unity IDE in VR mode?1.3KViews1like1CommentPatch an APK from within a APK
Hi all, I'm new to Meta Quest 2, Meta Quest 3 and android development. So far I've been using Unity 3D to create VR applications. I am looking for a way to patch the changes in an installed APK from within the APK. So the flow which I have is this: On app load, check for any updates. If update is found, download it and shows progress. On completion, the app closes and patching begins. After patch update, the APK starts again. I've seen this flow before in few mobile APK's but since I am a clean slate in android development, I don't know where to look for or how to start. I just want to do away from the oculus developer hub. Any suggestions or help are welcome. Thank you1.7KViews0likes2Comments