Using Native Libraries (gstreamer) on Oculus Quest II
My goal is to stream video over udp on a LAN and view it with my Oculus quest. I'm using gstreamer to set up the stream on my network, I'd like to use the same software to view the stream on my Quest. I've tried a couple of different ways to do this. The first is the GStreamerUnity plugin for Unity. This runs fine on desktop, and I can even deploy it to Oculus quest via provided .so files. However, the application silently dies (according to logcat) at plugin loading. I gave Unreal Engine a shot with the UE4-Gstreamer plugin for Unreal 4.26 but I ran into the same problem - runs fine on desktop, silently dies on quest even with static ARM64 android .a files included via the plugin build.cs. So, first question: Are these libraries NOT dying silently, is there some messaging you all might be aware of that I'm missing for debugging purposes? Secondly, my intuition tells me this is probably an NDK mismatch problem or something? As in, the libraries I'm using are compiled with one version of the NDK (or whatever) and are throwing errors, even though the application itself was built with the correct versions of everything. Does that sound reasonable? Finally, has anyone gotten low latency video streaming to work on Oculus Quest in their Unity or Unreal application via GStreamer, FFMPEG, or some other means? Would you mind sharing the magic?3KViews1like3CommentsHow to get Raw sensor data from oculus controller sensor during rotation in Unity.
Any solution on for this question ? I couldn't get solution for this same problem, where I need to get the raw sensor data of rotational data from Oculus Controller sensor. All I am getting is global data with angles calculated using Quaternion values, Which doesn't suit my requirement. I need raw sensor data to access and control the robot which would be Roll, Pitch, and Yaw. This data should be raw data instead of Quaternion or Euler angles without any calculation in Unity Oculus SDK.644Views0likes0CommentsHave a question about VR/MR interaction
Hi guys, I am a PhD student of louisiana state university, recently our lab is working on VR/MR projects, and professor just got a new Quest 3 for the team. Actually we will have to design a demo with a pin-pad, with user's recognized two hands. I just want to know how to avoid your index finger tip move though the pad? Just like in the Quest 3 main menu, hands can be stopped by the menu pad. We are using Unity3D for this demo. let me know which api or what module I should use will be enough. Thanks a lot.469Views0likes0CommentsOculus Android (Quest, Go) does not play more than one video at a time with Unity Video Player
I have seen this issue posted on several other forums, but it does not appear that anyone has found a solution. The Unity video player works great as a render texture for materials on objects such a quads, skyboxes, etc. However, when more than one video plays at the same time, all of the videos seem to try to play all video textures at the same time. The result is flickering between frames of all videos at it cycles between each frame of each video on all materials. This seems to be an issue that is specific to the Quest Android OS. When playing on the Quest using Oculus link, it works fine. It also works fine on my Android phone, thus indicating that it is not an Android issue. I am currently using Unity 2019.4.10 (LTS), but the version does not make a difference, I have tried it in earlier versions with the same result. I also tried it on an Oculus Go. The same issue existed there, but more intermittent. It plays correctly for a few seconds, then starts flickering, the plays correctly and so on.3.9KViews0likes7CommentsOculus 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.Solved6.5KViews1like4CommentsAccessing local files
Hi all, I'm looking to store video files locally on the Quest and access them from the apk through their file path. To be clear, I'm trying to access the internal storage on the Quest via an installed apk. This would be a video stored in the movies folder or something similar that can be viewed inside the Quest through the Gallery. I am aware that the file path of the apk is available and looks something like /storage/emulated/0/Android/data/com.company.name/files but this is not what I need. I am aware of obb expansion files but we are simply using too many external files to fit inside the size constraints of an apk + obb (approx. 7GB). This app will not be pushed to the store either so I'm not worried about any of those constraints, we will hopefully be using the enterprise edition. Any help would be greatly appreciated! EDIT: Solved23KViews2likes17CommentsHow can i switch the laserpointer (UIHelper) from right to the left controller?
When adding the UIHelper prefab from the OculusIntergration, it directly assigns it to the right controller. How can i switch it to the left controller? Do need to change the HandedInputSelector.cs?4.5KViews0likes7Commentsproblem with unity build and Quest
Hello, I was trying to test how to import a unity build on oculus quest and i encountered an infinite loading screen problem. -activate developer mode in my oculus quest settings -make a simple scene with a camera, light and a cube to observe in unity 2019.1.6f1. -import oculus integration package on the asset store -in build setting, select android, switch platform and add open scene to the scene in build -in player setting > other setting select Android4.4 'KitKat' -in player setting > XR setting, activate virtual reality supported and select oculus -in oculus > platform > edit setting, i added the application id of my app and then when i hit the build and run button, unity answer me with a build succesful message but the oculus quest is stuck in a black screen with the loading white dots. I tested different fix found around internet (like delete vulkan API) but none of them seems to work, if someone has an idea of how to solve this problem i would be very grateful. thanks12KViews1like8CommentsOVRHandPrefab + OVRGrabber not working in Oculus Quest 2
Hello! I'm trying to make a grab scene with my Oculus Quest 2, but not working. I've try with CustomHands Scene but hands rendered upside down and tracking not working. I've try too with OVRHandPrefab + OVRGrabber, tracking and rendering are good, but grabbing not working. OVRHandPrefab doesn't have Grab Volumes and I cannot see the hand in Editor (for creating these Grab Volumes). Any suggestion? Thanks!1.3KViews1like1Comment