Using Oculus Quest controller for clicking on Buttons
Hi folks, I'm currently building a prototype for a project (using unity 2019.4.0f1). That means it doesn't have to be perfect and there are just a few functions involved. So far I created the environment and added a dialogue system, which pops up when the button is hit. This is working absolutely fine when I'm in Unity and try it on play mode. But when I try it out on my Oculus Quest, everything is shown correctly but I'm not able to click the button (as I did in play mode with the mouse). I'm using the custom hands and are able to grab things - but it seems I'm too stupid to click buttons. My brain tells me that there is a simple solution, but right now I'm more than desperate. I hope there's someone out there, who can help me. Btw I'm a newbie and try my best - be kind. Thank you in advance! I don't know if it helps but here are my Hierarchy... The button in the inspector ...and the button in game6.6KViews0likes5CommentsDevelopment of Metaverse Controllers
I have developed a metaverse controller that simultaneously controls spatial computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms. Please email me at woogle554@naver.com, and I will send you the introduction video of the metaverse controller and two related patents. Woo Yeol Jung414Views0likes0CommentsQuest 3 Seated Calibration Problem? Please help
We've noticed bad reviews coming in because Quest 3 users aren't auto calibrated in our game, which uses a seated position. It works just fine on a Quest 1 and 2. Has anything changed on the Quest 3 regarding calibration that we're not aware of? Any help would be appreciated. We can't get our hands on a Quest 3 to test against unfortunately. Thank you!603Views0likes0CommentsOculus interactions SDK experimental grab force release (Unity)
I am trying to develop a VR app with Unity for Oculus Quest 2. Is there a way to perform force release of currently grabbed objects? I've tried with interactor's Unselect() method but after that grab becomes imposible sometimes, i.e. I can't grab objects with current hand anymore.Solved6.4KViews1like4CommentsWaiting for debugger to attach
When I try to debug from Android studio, I get a message in the Quest that it is waiting for the debugger to attach. In the Debug window I see "W/ActivityThread: Application com.oculus.sdk.vrcubeworldna is waiting for the debugger on port 8100..." It then goes on to attempt to connect to com.oculus.sdk.vrcubeworldna by starting the LLDB server. Note that I do not remember receiving a popup on the Quest asking if USB Debugging is allowed, but I am not 100% sure about this. Any hints?1.8KViews1like2CommentsYet another instance of not being able to enable dev mode
Brand new device. Verified developer account with cc. But when we go in to enable dev mode on the app, there is no option to enable dev mode at all. Nothing is showing up. I've tried reinstalling the app, resetting the device, re-verifying...all the things. Nothing seems to work. Judging by the number of others logging this, this appears to be an ongoing issue but it'd be great to be able to get it sorted because I can't do anything on the dev side until it's enabled!630Views1like0CommentsUnreal engine 5.0.3 black screen in-game
i have loaded up the VR sample map and got the game to be packaged and sent to the quest 2. when the quest 2 loads the game i can hear the fire in the level and teleport around. i can also use the oculus button to bring up the menu. i can't see the menu or the game. everything is black. in order to exit the game i have to turn the quest 2 off. there are no dots. just black screen.2.6KViews0likes1CommentOur org's apps not visible on Quest 2
Hey there, We are trying to set up a headset for one of our clients, but have found that this particular headset refuses to display any of our organization's apps, while our other headsets do so flawlessly. The account involved has full access to our apps, and is able to see them correctly in the My Apps section of the Oculus For Developers webpage, but somehow has no access to them from the headset itself. We have tried using different accounts, several restarts and factory resets, making sure all accounts were verified and all soft-/firmware is up-to-date - and still nothing. It has become quite the headache and any help would be greatly appreciated.1.1KViews0likes2CommentsUnity build crashes when using external dll's in project that has Oculus Integration Package
Hello, for a small personal project, I'm trying to use a MySQLConnector for database read/write operations from my Quest 2 headset. However, there appears to be some type of conflict between the Oculus Integration Package and the external dll's required for the database connection to work. In Play Mode, everything is fine and works perfectly, but when launching a build, the enitre program crashes before it even has a chance to start (not even getting past the Unity logo). Removing my VR Rig or the required external dll's solves the issue, but of course, I would like both. Could this be some type of a manifest or API number issue? I don't particularly have any ideas left so I'd love to hear your thoughts.722Views0likes0Comments