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    <channel>
        <title>Oculus Discussion Forums</title>
        <link>https://forums.oculusvr.com/developer/</link>
        <pubDate>Wed, 09 Oct 2019 02:53:33 +0000</pubDate>
        <language>en</language>
            <description>Oculus Discussion Forums</description>
    <atom:link href="https://forums.oculusvr.com/developer/discussions/feed.rss" rel="self" type="application/rss+xml"/>
    <item>
        <title>ADB device list empty</title>
        <link>https://forums.oculusvr.com/developer/discussion/81029/adb-device-list-empty</link>
        <pubDate>Thu, 03 Oct 2019 08:52:30 +0000</pubDate>
        <category>Oculus Quest Development</category>
        <dc:creator>BBigG</dc:creator>
        <guid isPermaLink="false">81029@/developer/discussions</guid>
        <description><![CDATA[Hey there,<br />when I came&nbsp;back to work this morning, I found both of my 
Quests unable to be listed under adb devices. I tried Mac and Win but 
the list won't get populated.<br />In difference to yesterday I realised 
that every time I connect a Quest to a computer the Quest will ask to 
confirm: "Allow Access to Data. The connected device will be able to 
access files on this headset." This wasn't there before remains come 
back every time.<div><br /></div><div>I am unable to side load any builds which is kind of a show stopper.</div><br />]]>
        </description>
    </item>
    <item>
        <title>Unity 2019.2.6 Quest Build with LWRP + single pass does not work!</title>
        <link>https://forums.oculusvr.com/developer/discussion/81201/unity-2019-2-6-quest-build-with-lwrp-single-pass-does-not-work</link>
        <pubDate>Tue, 08 Oct 2019 22:33:47 +0000</pubDate>
        <category>Oculus Go Development</category>
        <dc:creator>klaus.kobald.9</dc:creator>
        <guid isPermaLink="false">81201@/developer/discussions</guid>
        <description><![CDATA[It only produces a static image with smearing artefacts<br /><img src="https://us.v-cdn.net/6024342/uploads/editor/wm/jotyienwh9ql.png" alt="" title="Image: https://us.v-cdn.net/6024342/uploads/editor/wm/jotyienwh9ql.png" /><br /><br />I am using post processing + forward rendering with bloom. But it also does not wotk with post processing disabled.<br />Any ideas?]]>
        </description>
    </item>
    <item>
        <title>Oculus CLI issue with Keystore</title>
        <link>https://forums.oculusvr.com/developer/discussion/81186/oculus-cli-issue-with-keystore</link>
        <pubDate>Tue, 08 Oct 2019 16:39:53 +0000</pubDate>
        <category>General Development</category>
        <dc:creator>justin.oheir</dc:creator>
        <guid isPermaLink="false">81186@/developer/discussions</guid>
        <description><![CDATA[I keep getting this error when trying to upload my build&nbsp;&nbsp;from unity&nbsp;using the Oculus CLI, I am using the same Keystore I've used for months.&nbsp;<br /><br /><b>ERROR: The APK is signed with a different certificate.&nbsp; Be sure to use the same keystore and key as used for a previous version.</b><br /><br />Anyone know whats up?&nbsp;]]>
        </description>
    </item>
    <item>
        <title>FPS do not match.</title>
        <link>https://forums.oculusvr.com/developer/discussion/81199/fps-do-not-match</link>
        <pubDate>Tue, 08 Oct 2019 20:51:00 +0000</pubDate>
        <category>General Development</category>
        <dc:creator>rvpucmm</dc:creator>
        <guid isPermaLink="false">81199@/developer/discussions</guid>
        <description><![CDATA[<div>Dear everyone.</div><div><br /></div><div>I'm developing an application and want to upload it to the Oculus Store. When I test the app inside Unity, it runs above the 100 fps, but when I test the exported version with the Lost Frame Tool, it only runs between the 60-80 fps. Why does occur that? How can I fix it? Any advice?</div><div><br /></div><div>Thanks in advace.</div><div>Regards,<br /></div>]]>
        </description>
    </item>
    <item>
        <title>Custom Hands aren't as smooth as other games and main Oculus environment</title>
        <link>https://forums.oculusvr.com/developer/discussion/81085/custom-hands-arent-as-smooth-as-other-games-and-main-oculus-environment</link>
        <pubDate>Fri, 04 Oct 2019 22:48:59 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>bebop_dev</dc:creator>
        <guid isPermaLink="false">81085@/developer/discussions</guid>
        <description><![CDATA[Downloaded the Oculus Integration package, and tested the hand prefabs in the default scene with the recommended quality settings. However, the hands still seem to be a little shaky compared to released Unity apps I've tried and the main Oculus environment. Anyone know how to fix this?]]>
        </description>
    </item>
    <item>
        <title>NVIDIA NSight Graphics Crashing since recent Oculus Update</title>
        <link>https://forums.oculusvr.com/developer/discussion/81197/nvidia-nsight-graphics-crashing-since-recent-oculus-update</link>
        <pubDate>Tue, 08 Oct 2019 20:35:09 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>jpasek</dc:creator>
        <guid isPermaLink="false">81197@/developer/discussions</guid>
        <description><![CDATA[Hello,<br />Apologies if this isn't the correct Category, but we are building with Unity so it seemed the most relevant.<br /><br />Some time in the last few weeks (sorry for ambiguous time window, I had a different focus) our Unity game now crashes when attempting to profile in NSight Graphics. Attempting to profile against an old build exhibits the same behaviour, so it looks like something that was introduced externally. I've tested against a blank project and a non-VR build will connect to NSight correctly, but will CTD if the Oculus SDK is enabled.<br /><br />I'm posting here because I suspect an Oculus update may have introduced this issue. I have since updated NVIDIA drivers in an attempt to mitigate.<br /><br />Current Stats:<br />Attempted Unity Version: 2019.2.3<br />Oculus Runtime Version:&nbsp;1.41.0.295808<br />NSight Versions 2019.4 &amp; 2019.5.1<br />NVIDIA Driver: 436.48<br /><br />Here is the stack trace from our crash log:<br /><pre><code>0x000001C844C977D0 (nvwgf2umx) NVAPI_Thunk
0x000001C84450CC95 (nvwgf2umx) NVAPI_Thunk
0x000001C84450CFE6 (nvwgf2umx) NVAPI_Thunk
0x000001C84450CCFA (nvwgf2umx) NVAPI_Thunk
0x000001C844510980 (nvwgf2umx) NVAPI_Thunk
0x000001C844511E73 (nvwgf2umx) NVAPI_Thunk
0x000001C8448F28F9 (nvwgf2umx) NVAPI_Thunk
0x000001C8445FC215 (nvwgf2umx) NVAPI_Thunk
0x000001C844859CC9 (nvwgf2umx) NVAPI_Thunk
0x000001C843D83F29 (nvwgf2umx) OpenAdapter12
0x00007FF9631BBD50 (Nvda.Graphics.Interception) API::APIFrameManager::GetLastPresentTimestamp
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF9EF2A8354)
0x00007FF9EF2A8354 (d3d11) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF9EF2A808F)
0x00007FF9EF2A808F (d3d11) (function-name not available)
0x00007FF9EF2FC853 (d3d11) D3DKMTWaitForVerticalBlankEvent
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF9EF29E5BA)
0x00007FF9EF29E5BA (d3d11) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF9EF2AB17D)
0x00007FF9EF2AB17D (d3d11) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF9EF2AB950)
0x00007FF9EF2AB950 (d3d11) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF9EF29A812)
0x00007FF9EF29A812 (d3d11) (function-name not available)
  ERROR: SymGetSymFromAddr64, GetLastError: 'Attempt to access invalid address.' (Address: 00007FF9EF29A937)
0x00007FF9EF29A937 (d3d11) (function-name not available)
0x00007FF962F36D2B (Nvda.Graphics.Interception) D3D11_41_D3D11::CD3D11ClassInstanceObject::GetDebugHandle
0x00007FF96319C193 (Nvda.Graphics.Interception) API::APIFrameManager::GetLastPresentTimestamp
0x00007FF963195089 (Nvda.Graphics.Interception) API::APIFrameManager::GetLastPresentTimestamp
0x00007FF9A7DF8A09 (LibOVRRT64_1) ovr_Lookup
0x00007FF9A7DFFBC2 (LibOVRRT64_1) ovr_Lookup
0x00007FF9A7DDF16F (LibOVRRT64_1) ovr_Lookup
0x00007FF9A7D96468 (LibOVRRT64_1) ovr_GetFovStencil
0x00007FF9A7D96925 (LibOVRRT64_1) ovr_GetFovStencil
0x00007FF9A7DA71F8 (LibOVRRT64_1) ovr_SubmitFrame2
0x00007FF95F39ACE6 (OVRPlugin) ovrp_SetFunctionPointer
0x00007FF95F391F00 (OVRPlugin) ovrp_IsCameraDeviceColorFrameAvailable
0x00007FF95F388755 (OVRPlugin) ovrp_EndFrame
0x00007FF96838B1B2 (UnityPlayer) PAL_Thread_SupportsThreads
0x00007FF96836C4BE (UnityPlayer) PAL_Thread_SupportsThreads
0x00007FF968EEA1E0 (UnityPlayer) PAL_Thread_YieldExecution
0x00007FF9684D940B (UnityPlayer) PAL_Thread_SupportsThreads
0x00007FF9684DA24B (UnityPlayer) PAL_Thread_SupportsThreads
0x00007FF9684DA345 (UnityPlayer) PAL_Thread_SupportsThreads
0x00007FF968E39494 (UnityPlayer) UnityMain
0x00007FF9F4ED7BD4 (KERNEL32) BaseThreadInitThunk
0x00007FF9F536CED1 (ntdll) RtlUserThreadStart</code></pre><br />Any assistance or additional insight for troubleshooting would be greatly appreciated!<br /><br />Thanks in advance.<br />&nbsp;<br />[Edit: A word.]]]>
        </description>
    </item>
    <item>
        <title>When can we expect 1.41?</title>
        <link>https://forums.oculusvr.com/developer/discussion/81195/when-can-we-expect-1-41</link>
        <pubDate>Tue, 08 Oct 2019 19:54:06 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>jelmer_s2</dc:creator>
        <guid isPermaLink="false">81195@/developer/discussions</guid>
        <description><![CDATA[As well known, 1.40 has annoying bugs, most notably that teleportation goes backwards etc. When can we expect an update of the SDK?&nbsp;]]>
        </description>
    </item>
    <item>
        <title>Finger tracking sample framework SDK / preview release?</title>
        <link>https://forums.oculusvr.com/developer/discussion/81172/finger-tracking-sample-framework-sdk-preview-release</link>
        <pubDate>Tue, 08 Oct 2019 04:34:57 +0000</pubDate>
        <category>Oculus Quest Development</category>
        <dc:creator>alex.chesser</dc:creator>
        <guid isPermaLink="false">81172@/developer/discussions</guid>
        <description><![CDATA[Is there developer’s access to finger tracking sample-framework or SDK? &nbsp;This is is some pretty exciting stuff and I’d Like to get started with it right away if possible.<br /><br />I work primarily in Unity and have a Quest.]]>
        </description>
    </item>
    <item>
        <title>Store submission / Download or Update app</title>
        <link>https://forums.oculusvr.com/developer/discussion/81187/store-submission-download-or-update-app</link>
        <pubDate>Tue, 08 Oct 2019 17:17:18 +0000</pubDate>
        <category>Store Submissions</category>
        <dc:creator>Exctazy57</dc:creator>
        <guid isPermaLink="false">81187@/developer/discussions</guid>
        <description><![CDATA[<p>Mrs, Mr,</p><p>We are a start-up developing VR apps for Oculus Go. One of our application is created for professionnal, so we would like to know if it possible to put an app on the Oculus store, and make it private, so only specific users can have access to it (i've read that you can via unique key but is there a way to download the app w/out serial key?). Also, are the generals reviews (technical and content) applying to private apps ? Even if the app will be free-to-use ?&nbsp;</p><p>We only need the Oculus Store to download the app / update it from anywhere without having to retrieve the Oculus headset at the headquarter and sideload the app via adb.</p><p>Thank you really much for your answer.</p><p>Regards,</p><p><br /></p>]]>
        </description>
    </item>
    <item>
        <title>Virtual Reality SDK Oculus failed to initialize, why?</title>
        <link>https://forums.oculusvr.com/developer/discussion/63464/virtual-reality-sdk-oculus-failed-to-initialize-why</link>
        <pubDate>Mon, 26 Mar 2018 02:26:11 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>nerdVRBuddy</dc:creator>
        <guid isPermaLink="false">63464@/developer/discussions</guid>
        <description><![CDATA[Ok so i downloaded Unity 2017.4.0f1<br />I also got the latest Oculus Utilities. <br /><br />And when i press play this are the messages i get<br /><br />Virtual Reality SDK Oculus failed to initialize.<br />Attempting to enable OpenVR instead.<br /><br />XR: OpenVR Error! OpenVR failed initialization with error code VRInitError_Init_PathRegistryNotFound: "Installation path could not be located (110)"!<br /><br />Virtual Reality SDK OpenVR failed to initialize.<br />Attempting to enable None instead.<br /><br /><br />Unity v2017.4.0f1, Oculus Utilities v1.24.0, OVRPlugin v1.24.0, SDK v0.0.0.<br />UnityEngine.Debug:Log(Object)<br />OVRManager:Awake() (at Assets/OVR/Scripts/OVRManager.cs:904)<br /><br />*****************<br />I don't know why i get that. In My Player Settings&nbsp; /XR Settings&nbsp; I have Virtual Reality Supported checked and then listed are the Oculus&nbsp; with an arrow pointing to it and then below that OpenVR.<br /><br />And i intend to build for the RIft. <br />This process worked fine back in Unity 5 when i tried it. But what should i do to make it work in Unity 2017.4?<br /><br /><br /><br /><br /><br /><br /><br />]]>
        </description>
    </item>
    <item>
        <title>Launch other apps - Where do I get their AppID?</title>
        <link>https://forums.oculusvr.com/developer/discussion/81180/launch-other-apps-where-do-i-get-their-appid</link>
        <pubDate>Tue, 08 Oct 2019 14:19:47 +0000</pubDate>
        <category>Oculus Quest Development</category>
        <dc:creator>jawatr</dc:creator>
        <guid isPermaLink="false">81180@/developer/discussions</guid>
        <description><![CDATA[I would like to launch other apps (not my own) from my Unity app using the deeplinking command&nbsp;Platform.Application.LaunchOtherApp(appId, deeplink_options).&nbsp;<br /><br />The question is where do I get the other´s app AppID? I know I can get my own id in the admin console, but I don´t know how to get IDs that are not my own.&nbsp;<br /><br />Thanks.&nbsp;]]>
        </description>
    </item>
    <item>
        <title>Mixed Reality World Alignment</title>
        <link>https://forums.oculusvr.com/developer/discussion/80456/mixed-reality-world-alignment</link>
        <pubDate>Wed, 11 Sep 2019 13:23:24 +0000</pubDate>
        <category>Oculus Quest Development</category>
        <dc:creator>ludvig1008</dc:creator>
        <guid isPermaLink="false">80456@/developer/discussions</guid>
        <description><![CDATA[Hello,<br /><br />I am working on a mixed reality installation using an Oculus Quest with Unreal Engine. For now I've just used the teleporter from the standard VR blueprint from UE4 to align position and direction. However, I need the user to be able to simply pick up the headset at it is aligned already. Does anyone have any experience with this or can point me to a tutorial/thread?<br /><br />Ludvig]]>
        </description>
    </item>
    <item>
        <title>Swipe on Oculus GO Touchpad triggers UI clicks when it shouldn't</title>
        <link>https://forums.oculusvr.com/developer/discussion/76757/swipe-on-oculus-go-touchpad-triggers-ui-clicks-when-it-shouldnt</link>
        <pubDate>Wed, 05 Jun 2019 22:07:19 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>INVR.SPACE</dc:creator>
        <guid isPermaLink="false">76757@/developer/discussions</guid>
        <description><![CDATA[<p>Using: Unity 2018.4.1 LTS &amp; Oculus GO</p><p>I am using a gaze pointer to interact with Unity UI.</p><p>This is supposed to happen when you pull the trigger, exactly how I defined it in my script: a swipe left or right on the touchpad of the go-controller however triggers clicks as well. I did not define this myself, it's just a thing that happens and I can not figure out how to work around it.</p><p>I found and fiddled around with solutions proposed in&nbsp;<a rel="nofollow" href="https://forums.oculusvr.com/developer/discussion/64969/oculus-go-touchpad-swipe-detected-as-getmousebuttondown-0-in-unity" title="Link: https://forums.oculusvr.com/developer/discussion/64969/oculus-go-touchpad-swipe-detected-as-getmousebuttondown-0-in-unity">this thread</a>&nbsp;and&nbsp;<a rel="nofollow" href="https://forums.oculusvr.com/developer/discussion/comment/519102#Comment_519102">this thread</a>.</p><p>However, none of these solutions provided me a way to get rid of these swipe clicks while keeping alive index trigger clicks.</p><p>My Input Manager (Index Trigger Interaction with UI seems to happen in OVRInputModule):</p><pre><code>
 private void Update()
        {

            if (OVRInput.GetDown(OVRInput.Button.PrimaryTouchpad) || OVRInput.GetDown(OVRInput.Button.Two))
            {
                ToggleVidInterface();

            }

            if (OVRInput.GetDown(OVRInput.Button.PrimaryIndexTrigger))
            {
                StartCoroutine(TouchpadCounter()); 
            }

        }

        IEnumerator TouchpadCounter()
        {
            int secondsForCounting = 2;
            float startTime = Time.time;
            int touchCount = 0;

            while (Time.time - startTime &lt;= secondsForCounting &amp;&amp; OVRInput.Get(OVRInput.Button.PrimaryIndexTrigger))
            {
                if (OVRInput.GetDown(OVRInput.Button.PrimaryTouchpad))
                {
                    touchCount++;
                    Debug.Log("touchCount for Admin Menue: " + touchCount);
                }

                if (touchCount &gt;= 3)
                {
                    ActivateAdminMenue();
                }

                yield return null;
            }

            yield return null;
        }</code></pre><p>Part of the OVRInputModule (I don't know if its the right part):</p><pre><code>        /// &lt;summary&gt;
        /// Get state of button corresponding to gaze pointer
        /// &lt;/summary&gt;
        /// &lt;returns&gt;&lt;/returns&gt;
        virtual protected PointerEventData.FramePressState GetGazeButtonState()
        {
            var pressed = Input.GetKeyDown(gazeClickKey) || OVRInput.GetDown(joyPadClickButton);
            var released = Input.GetKeyUp(gazeClickKey) || OVRInput.GetUp(joyPadClickButton);



#if UNITY_ANDROID &amp;&amp; !UNITY_EDITOR
            // On Gear VR the mouse button events correspond to touch pad events. We only use these as gaze pointer clicks
            // on Gear VR because on PC the mouse clicks are used for actual mouse pointer interactions.
            pressed |= Input.GetMouseButtonDown(0);
            released |= Input.GetMouseButtonUp(0);
#endif



            if (pressed &amp;&amp; released)
                return PointerEventData.FramePressState.PressedAndReleased;
            if (pressed)
                return PointerEventData.FramePressState.Pressed;
            if (released)
                return PointerEventData.FramePressState.Released;
            return PointerEventData.FramePressState.NotChanged;
        }</code></pre><p>Messing with the Android if condition just enables or disables clicking as a whole (trigger and touchpad). What am I missing here? How can I seperate between a trigger click and a touchpad swipe?!</p>]]>
        </description>
    </item>
    <item>
        <title>Firewall rule sets</title>
        <link>https://forums.oculusvr.com/developer/discussion/81178/firewall-rule-sets</link>
        <pubDate>Tue, 08 Oct 2019 11:24:34 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>OD1_ITS</dc:creator>
        <guid isPermaLink="false">81178@/developer/discussions</guid>
        <description><![CDATA[Hi,<br /><br />I am currently developing a multiplayer VR Experience in Unity with Oculus SDK Integration. Our company has some strict Firewall settings and I need to tell our IT department IP Addresses ports and protocols for new rules sets.<br /><br />My current issue is, that I cannot use the Oculus store, friend list and the SDK is not able to load the custom avatars via ID from the Oculus servers. We already implemented some rules.<br />We already set IP range&nbsp;31.13.84.xxx TCP / TLS and&nbsp;69.171.250.48 but still seem to be missing something.<br />My app only loads the default avatar but not the customisation. Everything works when using a normal Internet connection, so its definitely our IT's firewall fault.<br /><br />It would be nice to get an exhaustive list of IP addresses and Ports to open, that I can send to our IT department to properly use all Oculus services.<br /><br />Best&nbsp;]]>
        </description>
    </item>
    <item>
        <title>Oculus Go App (created in Unity) crashes immediately upon loading</title>
        <link>https://forums.oculusvr.com/developer/discussion/80436/oculus-go-app-created-in-unity-crashes-immediately-upon-loading</link>
        <pubDate>Tue, 10 Sep 2019 22:06:48 +0000</pubDate>
        <category>Oculus Go Development</category>
        <dc:creator>EdgeKrusher</dc:creator>
        <guid isPermaLink="false">80436@/developer/discussions</guid>
        <description><![CDATA[Hello!&nbsp; I am a new Oculus Go Developer and have created an app in Unity (2019.1.5f1) using Oculus Integration 1.40. I have created a few apps that do the same thing: crash instantly back to desktop when launched on the Oculus Go. The APK builds without error and sideloads just fine, but when I launch from unkown sources menu I get 2-3 seconds of black screen and then crash back to home. I craeted a test VR project to rule out code, intensive project files that only contains a few basic 3D objects (cubes) and same crash happens.<br /><br />I have followed many guides to get where I am:&nbsp;<br />- Installed Android SDKs, pakaches and tools<br />- Configured Android Studio and Environment Variables (iffy on whether I did that env vars right)<br />- Installed ADB platform-tools, sideloaded my app.<br />- unity App targets Android 5.0<br /><br />Any help or if anyone has experienced this with a s0lution, I would greatly appreciate it!<br /><br />]]>
        </description>
    </item>
    <item>
        <title>Why Dizziness difference between Oculus and Google's OVR GVR.</title>
        <link>https://forums.oculusvr.com/developer/discussion/81175/why-dizziness-difference-between-oculus-and-googles-ovr-gvr</link>
        <pubDate>Tue, 08 Oct 2019 07:59:36 +0000</pubDate>
        <category>Platform SDK Development</category>
        <dc:creator>pangdasom</dc:creator>
        <guid isPermaLink="false">81175@/developer/discussions</guid>
        <description><![CDATA[<div><br /></div><div>I am a college student in Korea.</div><div>I'm dreaming of a VR developer</div><div><br /></div><div>This time, while using Unity to study VR, I realized the difference between SDKs.</div><div>I would like to ask for advice on this.</div><div><br /></div><div>Why Dizziness difference between Oculus and Google's OVR GVR.</div><div><br /></div><div>It was written as a project in Unity and built by changing only the SDK in the configuration.</div><div><br /></div><div>1. Texture Compression =&gt; ETC2 (GLES 3.0)&nbsp;</div><div>2. ETC2 fallback =&gt; 32-bit&nbsp;</div><div>3. Build System =&gt; Internal&nbsp;</div><div>4. Run Device =&gt; Samsung S8</div><div>5. Do not used OVR, GVR prefab, Rig Camera // i only used Unity default Camera.</div><div>6. i used card board Only, not used GearVR, Oculus, HTC</div><div><br /></div><div>Issue, I'm curious</div><div><br /></div><div>When the same project is built in the same environment under the above conditions,</div><div>I'm sure that projects built with GVR feel more dizzy than OVR.</div><div><br /></div><div><br /></div><div>They're all the same,&nbsp;</div><div><br /></div><div><br /></div><div>Development conditions are all the same</div><div>and if they're different, Only the SDK used is different, why is this difference?</div><div><br /></div><div>I noticed the difference.</div><div>but At my level I can hardly see why this is different.</div><div><br /></div><div>Sincerely advice to young developer.</div>]]>
        </description>
    </item>
    <item>
        <title>Data-Oriented Technology Stack (DOTS) and Oculus?</title>
        <link>https://forums.oculusvr.com/developer/discussion/81174/data-oriented-technology-stack-dots-and-oculus</link>
        <pubDate>Tue, 08 Oct 2019 07:31:15 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>VJ76</dc:creator>
        <guid isPermaLink="false">81174@/developer/discussions</guid>
        <description><![CDATA[Today i saw a talk at Unite Copenhagen about&nbsp;great performance improvements using Data-Oriented Technology Stack (DOTS).&nbsp;<a rel="nofollow" href="http://youtu.be/yTGhg905SCs">http://youtu.be/yTGhg905SCs</a> <br />I wonder if anyone has already applied this for VR development in combination with Oculus Intergration?<br /><br />]]>
        </description>
    </item>
    <item>
        <title>Can not open AvatarSamples in Quest.</title>
        <link>https://forums.oculusvr.com/developer/discussion/80977/can-not-open-avatarsamples-in-quest</link>
        <pubDate>Tue, 01 Oct 2019 15:36:37 +0000</pubDate>
        <category>Unreal Development</category>
        <dc:creator>42522672</dc:creator>
        <guid isPermaLink="false">80977@/developer/discussions</guid>
        <description><![CDATA[<div><div>When I open  \UnrealEngine-oculus-4.22.3-1.40.0\Samples\Oculus\AvatarSamples  porject ，and Launch in Quest.</div></div><div><div>The App stop, and I got log .</div></div><div><div>D/UE4     : LogInit:  - BufferSize = 65536</div></div><div><div>D/UE4     : LogOnline: Oculus: Oculus Startup!</div></div><div><div>D/UE4     : LogOnline: Display: Oculus: FOnlineSubsystemOculus::InitWithAndroidPlatform()</div></div><div><div>D/UE4     : LogOnlineIdentity: Warning: Oculus: Failed Oculus login. Not currently logged into Oculus.  Make sure Oculus is running and you are entitled to the app.</div></div><div><div>D/UE4     : LogOnline: Display: OSS: OnlineSubsystemGooglePlayModule::StartupModule()</div></div><div><div>D/UE4     : LogOnline: Warning: OSS: FOnlineSubsystemGooglePlayModule was disabled</div></div><div><div>D/UE4     : LogOnline: OSS: Unable to create OnlineSubsystem module GooglePlay</div></div><div><div>D/UE4     : LogAndroid: Case APP_CMD_LOST_FOCUS</div></div><div><div>D/UE4     : LogAndroidEvents::EnqueueAppEvent : 10, 0, tid = 2631, APP_EVENT_STATE_WINDOW_LOST_FOCUS</div></div><div><div>D/UE4     : onPause: stop memory reporter runnable</div></div><div><div>D/UE4     : Unregistering sensor listeners</div></div><div><div>D/UE4     : Case APP_CMD_PAUSE</div></div><div><div>D/UE4     : LogAndroid: Case APP_CMD_PAUSE</div></div><div><div>D/UE4     : LogAndroidEvents::EnqueueAppEvent : 6, 0, tid = 2631, APP_EVENT_STATE_ON_PAUSE</div></div><div><div>D/UE4     : ==============&gt; GameActive.onPause complete!</div></div><div><div><br /></div></div><div><div>How Can I fixed it ?</div></div><div><div><br /></div></div><div><div>1  Before update UnrealEngine-oculus-4.22.3-1.40.0  , everthing is ok. But now I change back to UnrealEngine-oculus-4.22.3-1.39.0 ,it still can not open new app in quest.</div></div><div><div>2 I am in china and can not connect to google<br /><img src="https://us.v-cdn.net/6024342/uploads/editor/0w/rdp2heya8l84.png" alt="" title="Image: https://us.v-cdn.net/6024342/uploads/editor/0w/rdp2heya8l84.png" /><img src="https://us.v-cdn.net/6024342/uploads/editor/q8/8amut7wmiaso.png" alt="" title="Image: https://us.v-cdn.net/6024342/uploads/editor/q8/8amut7wmiaso.png" /><br /></div></div>]]>
        </description>
    </item>
    <item>
        <title>Quest runs fine from Build and Run but jittery when launched in headset</title>
        <link>https://forums.oculusvr.com/developer/discussion/81165/quest-runs-fine-from-build-and-run-but-jittery-when-launched-in-headset</link>
        <pubDate>Mon, 07 Oct 2019 20:17:01 +0000</pubDate>
        <category>Oculus Quest Development</category>
        <dc:creator>mightycoconut</dc:creator>
        <guid isPermaLink="false">81165@/developer/discussions</guid>
        <description><![CDATA[For the life of me I can't figure this one out. When I choose Build and Run from Unity 2019.2.1f1 it auto-launches the game and I'm getting a solid 72 frames per second in the headset. But as soon as I quit the app and re-launch it from Unknown Sources, I top out at 50fps and everything is very jittery. Anyone else encountered this?<br /><br />]]>
        </description>
    </item>
    <item>
        <title>Build &amp; Run Deploys Wont Start IN Quest</title>
        <link>https://forums.oculusvr.com/developer/discussion/77717/build-run-deploys-wont-start-in-quest</link>
        <pubDate>Mon, 24 Jun 2019 23:08:45 +0000</pubDate>
        <category>Oculus Quest Development</category>
        <dc:creator>preston.mccauley</dc:creator>
        <guid isPermaLink="false">77717@/developer/discussions</guid>
        <description><![CDATA[Hi,<br />I'm kinda not sure what else to look at here. I used a sample from the Oculus kit the VR hoops. Everything is setup installed in unity. I go running and build the project out to the device and it never starts up on the quest. Is there some piece I might be missing preventing it from actually running on the device? I have no errors inside of unity and build and deploy both say success..&nbsp;]]>
        </description>
    </item>
    <item>
        <title>Cloud sync dialogue is being displayed when launching my app but is not activated.</title>
        <link>https://forums.oculusvr.com/developer/discussion/81168/cloud-sync-dialogue-is-being-displayed-when-launching-my-app-but-is-not-activated</link>
        <pubDate>Mon, 07 Oct 2019 21:46:20 +0000</pubDate>
        <category>Store Submissions</category>
        <dc:creator>Orbe-Developer</dc:creator>
        <guid isPermaLink="false">81168@/developer/discussions</guid>
        <description><![CDATA[I am always seeing the cloud syncing dialogue when I start or resume my app but have not activated cloud storage. I have even created a new app submission (with the same name as the previous) but the issue is still there.<br />Has anyone else had this issue?]]>
        </description>
    </item>
    <item>
        <title>Oculus Audio Profiler not working</title>
        <link>https://forums.oculusvr.com/developer/discussion/73366/oculus-audio-profiler-not-working</link>
        <pubDate>Fri, 08 Feb 2019 10:53:48 +0000</pubDate>
        <category>Audio SDK Development</category>
        <dc:creator>Shii</dc:creator>
        <guid isPermaLink="false">73366@/developer/discussions</guid>
        <description><![CDATA[I downloaded latest Oculus Audio Profiler for Windows 1.34.0 and it not launching.<br /><div>When I trying to start it I see the message:</div><div><br /></div><div>Data folder not found.</div><div>There should be 'OculusAudioProfiler_Data'<br />folder next to the executable</div><div><br /></div><div>OculusAudioProfiler_Data folder is missing in this version. Last version that has this folder is 1.25.0<br /></div><br /><br />]]>
        </description>
    </item>
    <item>
        <title>Anyone using LWRP or URP for Quest?</title>
        <link>https://forums.oculusvr.com/developer/discussion/81159/anyone-using-lwrp-or-urp-for-quest</link>
        <pubDate>Mon, 07 Oct 2019 14:26:37 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>adamzeliasz</dc:creator>
        <guid isPermaLink="false">81159@/developer/discussions</guid>
        <description><![CDATA[Anyone using Lightweight Render Pipeline or Universal Render Pipeline for Quest development? If so, what version of Unity and Oculus Integration are you using?<br /><br />Thanks!]]>
        </description>
    </item>
    <item>
        <title>Why is Go build from Unity only rendering in left eye?</title>
        <link>https://forums.oculusvr.com/developer/discussion/81105/why-is-go-build-from-unity-only-rendering-in-left-eye</link>
        <pubDate>Sat, 05 Oct 2019 14:49:16 +0000</pubDate>
        <category>Oculus Go Development</category>
        <dc:creator>Loir</dc:creator>
        <guid isPermaLink="false">81105@/developer/discussions</guid>
        <description><![CDATA[The exe standalone build renders in both eyes on the Rift.&nbsp;<br /><br />I inherited this project and there are scripts from at least three developers, using OVR, curved UI, and timed gaze input. It’s hard to disentangle. <br /><br />The reticle is visible in the Unity editor, but not in the Go build. I finally got everything to work with gaze on Go whether reticle is visible or not, but it’s only rendering in one eye.&nbsp;<br /><br />The project is on Unity 2019.2, which may be the problem. I might have to remake it; any suggestions for the optimal Unity version and Oculus utilities combo that people have found to work? &nbsp;<br /><br />All help much appreciated!]]>
        </description>
    </item>
    <item>
        <title>Error Building to Oculus Quest</title>
        <link>https://forums.oculusvr.com/developer/discussion/81081/error-building-to-oculus-quest</link>
        <pubDate>Fri, 04 Oct 2019 19:17:26 +0000</pubDate>
        <category>Unity Development</category>
        <dc:creator>bebop_dev</dc:creator>
        <guid isPermaLink="false">81081@/developer/discussions</guid>
        <description><![CDATA[I keep getting this error, not sure what's causing it:<br /><br /><div>OVRADBTool adb server version (40) doesn't match this client (41); killing...</div><div>* daemon started successfully</div><div><br /></div><div>UnityEngine.Debug:LogError(Object)</div><div>OVRADBTool:RunCommand(String[], WaitingProcessToExitCallback, String&amp;, String&amp;) (at Assets/Oculus/VR/Editor/OVRADBTool.cs:200)</div><div>OVRADBTool:GetDevices() (at Assets/Oculus/VR/Editor/OVRADBTool.cs:114)</div><div>OVRGradleGeneration:OnPostprocessBuild(BuildReport) (at Assets/Oculus/VR/Editor/OVRGradleGeneration.cs:304)</div><div>UnityEditor.BuildPlayerWindow:BuildPlayerAndRun()<br /><br /><br /><div>Error building Player: OVRADBTool adb server version (40) doesn't match this client (41); killing...</div><div>* daemon started successfully</div><div><br /></div><br /></div>]]>
        </description>
    </item>
    <item>
        <title>Just starting out</title>
        <link>https://forums.oculusvr.com/developer/discussion/81110/just-starting-out</link>
        <pubDate>Sat, 05 Oct 2019 18:07:05 +0000</pubDate>
        <category>General Development</category>
        <dc:creator>xeno3d</dc:creator>
        <guid isPermaLink="false">81110@/developer/discussions</guid>
        <description><![CDATA[Just starting out and want to develop for Quest and Rift but I have no idea what I need to get started.]]>
        </description>
    </item>
    <item>
        <title>[Oculus Go] Disable sleep mode or disable &quot;Enter VR&quot; screen</title>
        <link>https://forums.oculusvr.com/developer/discussion/67293/oculus-go-disable-sleep-mode-or-disable-enter-vr-screen</link>
        <pubDate>Wed, 04 Jul 2018 01:00:00 +0000</pubDate>
        <category>Oculus Go Development</category>
        <dc:creator>buffalonationsmuseum</dc:creator>
        <guid isPermaLink="false">67293@/developer/discussions</guid>
        <description><![CDATA[<p>Looking for a way to disable the "Enter VR" screen when the device wakes from sleep (since we don't want visitors using the remote and exiting the running video). Is this possible?</p><p>Alternatively I've tried to cover the proximity sensor but the device still goes to sleep&nbsp;in 5 minutes&nbsp;if there's no movement. Can I disable the sleep mode or adjust the time it takes to trigger sleep mode in a config file somewhere?</p><p>I am using "Samsumg VR Videos" app with a sideloaded video but I am open to other suggestions to accomplish the goal of a "kiosk mode" that simply loops a video when visitors put on the Go (no button pressing required).</p>]]>
        </description>
    </item>
    <item>
        <title>Unreal Post Processing Volume - Oculus Quest</title>
        <link>https://forums.oculusvr.com/developer/discussion/78093/unreal-post-processing-volume-oculus-quest</link>
        <pubDate>Tue, 02 Jul 2019 22:38:50 +0000</pubDate>
        <category>Unreal Development</category>
        <dc:creator>VSIModelscapeVR</dc:creator>
        <guid isPermaLink="false">78093@/developer/discussions</guid>
        <description><![CDATA[My office is working on porting a VR project from our Vive/Rift setups to the Quest.&nbsp; It appears that the post process volume does not function when running on the Quest.&nbsp; Is there any solution/workaround for this?]]>
        </description>
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