According to the hand tracking documentation, there should be a dropdown
under the Quest Features section of the OVRCameraRig but the only
options I have are "Focus Aware", "Hand Tracking Support", and "Requires
System Keyboard". I am using Unity 201...
I'm trying to develop a game for the oculus quest, in which you can play
a guitar. The guitar takes two hands to operate, and after a while of
searching I haven't found anything within the Oculus Integration Package
that makes this possible, and the ...
I'm currently evaluating how feasible adding a native Oculus SDK version
of Holodance is and the greatest challenge I see so far is porting our
approach to loading scenes over.The way we currently do this is based on
Valve's SteamVR_LoadLevel example...
Hello, We recently submitted a Quest build but got the following
Security Vulnerability Review Test Results:Unsafe SSL TrustManager
DefinedUnsafe HostnameVerifier Defined Within the Unity Editor, how can
I solve these issues? I am not aware of using ...
For the life of me I can't get Unity's XR plug-in management (for
Oculus) to work. If my Quest 2 is connected via AirLink or Link, Unity
just starts up by itself and nothing changes in the hmd. What's somewhat
unusual is that when you checkbox the Oc...
With the new XR management system installed in Unity I can only render
to the right eye if I set the Camra Target to 'Both" If I set the target
to "Right" it wont render to the right eye. This is important to me
because I use two cameras and have one...
How do I test entitlement? I have this script on my opening screen. When
I build and run on the device all I get is 3 dots. Remove the script my
game loads. In my oculus settings I am logged in with my facebook id
same id as I used to create account ...
When I use the oculus controller certain inputs mapped to the gamepad
also get triggered. For example if I press A on the right oculus
controller the A button on my xbox controller gets triggered and when I
press the grab trigger the RB on the xbox c...
What should I do if I want to connect wahoo cadence sensor (compatible
with Bluetooth 4.0 or newer and ANT+ enabled devices) with Oculus Go? If
I build an app using Unity on Oculus Go. How to get the data from the
Hello All!I have been looking through the forum and I have found some of
my answers, but no one has posted the actual solution.I would like to
scale the OVRCameraRig. I have a full size room, like a living room, and
everything looks fine. However, I ...
So I'm developing a VR game with a full body avatar for the Oculus
Quest. I've already developed the Player Rig for SteamVR and would like
to convert this to Oculus. I've managed to get the arms and legs
working, but now I need to rig the fingers pro...
Our application is for VR oculus in the field of medical educationWe
want to create a main application and add different medical scenarios to
it We have 2 scenarios at the moment and these scenarios will increase
in the future,Now we want to load the...
Hi there, i am currently experiencing 2 issues.The first is that
whenever i connect via my link cable to the Quest 2, after attempting to
enter PCVR through the link button from the quest 2 device, all i see is
a black screen or sometimes 3 dots. I h...
Hello,Right now to record the video of my game on Quest I should go to
the Oculus menu, start recording from there and then return back to
finish it.What I want: press some button in-game and record the video
without jumping between the game and the ...
Hi,I'm building an app from Unity 2020 and I would not want the app to
be able to record by the user. Currently, any application that you run
directly on the headset (Oculus Quest/Oculus Go) has an option to record
a video or take a photo if you open...
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Recently, my game no longer starts with the view centered. My view
starts back from where it will end up after I hit the oculus button and
recenter the view. In my world, I am inside a large hollow sphere. I
used to start at the center of the sphere,...
Hello,currently I'm working on a project that needs to record what the
user is observing in the Oculus Quest 2. The recording should be
triggered by an UI button that the user can use whenever it wants. I
didn't find any dedicated asset for this purp...
Hi, I am experiencing an intermittent problem with an Oculus Quest game
that I am developing. When I encounter this problem, I am unable to do
any development in the editor. I am using Oculus Link to quickly
iterate. Essentially, when I launch the ga...
Hello! I'm looking for an event or callback for when the player exits
(or re-enters) the Guardian. I can't seem to find anything relevant in
the documentation reference. In my game, the player configures the
in-game environment to their guardian. Whe...
Hi, I'm having an issue with android version not updating. I'm
developing an apk with Unity3D for the Quest and Quest 2. The first
submission on AppLab came back with some feedback which I've addressed,
and I tried to upload a new build for submissio...
We started the submission process for AppLab with a very specific
package name.When we try to build and run the app that uses that package
name, the app doesn't start and when it's launched it just stops and you
get back to the main oculus menu.Whate...
Hello,I'm developing an application that should record the VR experience
in a video and store it in the "gallery" of the Oculus. The script that
I'm using in unity is developed for Android devices, and the path that
is considered is this one:
Special news for VR developers! Working on a VR app and do you want
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Hi, I'm wondering if it is possible to test a multiplayer game that uses
the oculus p2p api for its networking by running an instance on your
headset and an instance on your PC with no headset. I am developing in
Unity and this would speed things up ...
Anyone have this combination working? Maybe I could get a copy of your
Unity project? If I use the Zed_Stereo_Rig prefab, it works, but I get
strange rotations on the pass-through quads in the Rift. There's no
updated documentation on GitHub (unity p...
We are developing a VR app for the oculus go. The videos we're using are
prerendert from a 3d Software, 4096x4096px, 360 degrees, stereo
(top/bottom) h265 encoded. Actualy im using the Unity standart video
player, render2tetxure and display on a larg...
I'm working on a 3D image/video solution so I'm using the 'per eye
camera' option in the OVR Camera Rig in Unity. I noticed that if I
toggle this setting on and off, the scale of the world is radically
affected. With the per eye camera setting off, t...