Quest Development
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Euler Angles from HeadPose.ThePose.Orientation

How do I get euler angles of the oculus quest 2 headset? I tried using over_GetTrackingState, but I got invalid Y-axis rotation. X and Z angles work correctly, both in this printf test, and in the game I am integrating this into. The Y-axis is only a...

Entitlement check for native OpenXR apps

I just discovered today that you, as a developer, are supposed to run an entitlement check for any apps you publish in the Oculus Store. The related article, https://developer.oculus.com/documentation/native/ps-entitlement-check/ , makes use of a ovr...

Renderdoc for Quest: no Render Stage Trace

Following the instructions at https://developer.oculus.com/documentation/tools/tools-renderdoc-renderstage/ I expected to see a render stage trace. But clicking the "oculus logo" button in the Event Browser has no effect for me, and the Tile Timeline...

How Do I Get unity build on Oculus Desktop

Super beginner question, so I have unity VR build and I am able to upload my apk file to my oculus quest 2 directly. But I want to be able to play this game as a build on Oculus desktop. Is there a way to do this? Do I need to make it a standalone ap...

Where to get the libOpenCL.so for Quest 2?

Hello, I'm testing out a game concept that uses the Paralution C++ library for efficient matrix calculations on the GPU. I currently have the library exported as a shared library (only a .dll for Windows at the moment) that exposes some extern method...

donpek by Level 2
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Resolved! SIGSEGV when calling vrapi_SubmitFrame2()

I'm porting a game to Quest and so part of my work is to interface the engine's Vulkan renderer w/ the Oculus Mobile SDK.I believe I'm setting up the SDK correctly (I'm following the examples and the guidelines from Oculus' docs) but still I'm gettin...

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