I'm trying to use OVROverlay to render some text in a scene clearly.
I've got it working, but it has different behavior on Quest 2 vs PCVR.
On the former, it's always on top. On the latter, it's in the proper
depth but you can make it the other way b...
personal developed VR game，has published on app lab & sidequest，how can
i premote it farther? Now it seems that very little users can see it.
Hey I'm curious if anyone else has had this issue.I am working with
passthrough in a quest app and I have a movable passthrough window as a
tool for the user. It looks great and its rendering just the way I want
it, it is based off of the oculus demo...
App Lab is marketed as a good solution for putting out experimental
builds of projects. The Store already has concepts like Release Channels
and user whitelisting. Are there any additional advantages to using App
Lab over the Store for development? W...
Hello everybody,since private release channels for the Oculus Quest are
only available under certain conditions, it is very difficult for B2B
developers to create a CI pipeline for private apps. Alternatively, self
updating APKs can be integrated int...
While monitoring the Android logs, and running my Unity Quest game, and
pressing the Oculus button to open the overlay menu, I get this wierd
memory error: error getting shared memory region, memory type:
Controller, failed with Status(-1, EX_SECURIT...
I have absolutely no issue setting up air link, connecting it to my PC
and launching it BUT... it does seem to time out after a few minutes and
reverts back to my Quest 2 home. Is this due to inactivity or something?
And is there a setting that I mig...
I have existing code using Three.js and my own to move around inside an
active WebXR environment. The code started crashing late last fall and
I'm trying to figure out why. When only one controller is connected to
the headset there is no problem. The...
Am I able to attach a USB device, such as a MIDI controller to an Oculus
Quest and have Unity detect the incoming MIDI messages? I have a
prototype that works on the Oculus Rift and a leap motion, and the
recent hand tracking implementation has made ...
We are in the process of designing a new custom gamepad to supplement
the Quest 1 and Quest 2 VR controllers. We would like support around
integrating the additional controls while maintaining some or all of the
control inputs from the Quest controll...
Hi,When I tried to upload an APK file into the alpha track it failed to
upload the error we got as follows: 12:56:06 (node:44265)
MaxListenersExceededWarning: Possible EventEmitter memory leak detected.
11 error listeners added. Use emitter.setMaxLis...
Hello,We have encountered an issue where the game simply doesn't open
when accepting invite from outside the game, no error appears on
screen.This issue happens only in Quest 2, and started happening in
early march (last year was working just fine).H...
Hi All! In the documentation of AppSW (Application Space Warp)
(https://developer.oculus.com/documentation/unity/unity-asw/) it is
stated that compatibility with Unity 2021 was very close.Is there any
place I can track the progress of that? Or is the...
Recently, our team started to use obb file as the apk file is getting
bigger and bigger. After using obb, our meta avatar doesn't load
correctly, and we get these errors: [ovrAvatar2 native]
AssetLoaderZip::Failed to open asset zip file:
I'm looking around for a decent way to implement teleportation while
using hand tracking. The only tutorial I have found so far is THIS
However, it uses two buttons placed on the wrist which is quite
cumbersome. I'm planning to implement my own versi...
I've implemented AppSW on my Quest port:- updated the latest versions of
Unity 2021- Oculus Integration- URP Custom branchI have enabled
OVRManager.SetSpaceWarp(true) and OVRManager.GetSpaceWarp() shows true,
but the OVRMetrics does not show ASW enab...
I have some testers that when they change to a secondary account on
their Oculus Quest 2, Developer Mode becomes disabled and have to use
Oculus phone app to re-enable. Looking for a solution or fix that does
not require Developer Mode to be re-enabl...
Hi thereI am currently porting a Unity SteamVR experience to the Quest,
and as the scene was quite detailed, and the entire experience occurs in
a single space, it seemed ideal to use Google Seurat to generate the
background scenery. This has worked ...
Hello, I'm noticing something strange recently where I have nearly 30%
more lifetime unique users than I have copies sold, should I be worried?
Anyone knows how this may be possible? I've given out keys before, but
fewer than 10 and from my understan...
I have spent the whole morning trying to upload an apk and install it in
Oculus Quest. I don't see any option to do that. I have set myself as
creator developer but solved nothing, i installed the oculus developer
hub but also don't let me add any de...
Update V40 seems to have broken my floor settings. Every time I try to
set the floor level for guardian or space setup (new), the floor is
always detected about 2 inches to a foot ABOVE the actual floor, and
actually goes HIGHER when I stand up from ...
Hello, I'm trying to test the hands interactions train scene, but have
no hands rendering in the scene. Same with the hand test scene. All
seems to be well configured but still no hands input visible on the
scene (the gesture to get the menu is worki...
Hello.I'm trying to use the Interaction SDK. I have a quite simple scene
with a Canvas and a Plane (floor). Thanks to the Interaction SDK, I can
use my hands to interact with the Canvas. That part is working fine.But
now, I would like to be able to p...
Hey all,I'm hoping to find a way to disable the account sign in on a
quest 2 while developing on it.I am finding it quite tedious to hit the
sign in each time I put the headset on to test something fresh while
developing. Is it possible to disable th...
I have been developing a Quest 2 app on unreal engine 4.25, and the app
was working fine until my device got an update. Now it does not launch
at all. Even older versions of it do not run anymore. The only version I
could get running was a version fr...