Hi! I want to develop a hand tracking prototype, but what's the
workflow?I've got an Anker cable and successfully set up the Oculus Link
connection from Windows to my Oculus Quest, on which I also successfully
upgraded and opted in to the experimenta...
Hi! I was able to select Quest just fine in Unity's Build Settings -
Android - "Run Device" selection while being USB-connected (I have
Developer Mode enabled on Quest etc.). Now however, Quest won't show up
anymore in that list, even after restartin...
Hi! I'm using normal Unity 2019.1.0f2 and latest Oculus package 1.36.
When I build my app for Android phone, it works; same for desktop; same
for running in Unity, all without any errors. When I use Build & Run for
my USB-connected Quest (I don't hav...
Hi! Do I understand it right, that if I want to develop a cross-platform
-- say Google Play Store for mobile + Oculus Quest -- voice chat app, I
would need to be able to use a third-party chat solution (like Photon)
instead of the Oculus SDK native f...
Hi! Is it possible to upload one's build to one's app channel (say,
Alpha) without yet having an accepted pitch, or otherwise test it on the
device?I'm getting the following response from the Oculus command line
tool when I try, even though I tried t...
Could you please explain what your use case is, what you want to
achieve, what the final experience should be? I'm not sure I'm fully
getting it. Thanks.
I wanted to ask, on Quest, can Lipsync still perform great if there's
say 6 people chatting, or would it start show lag?And does it only hook
in to one's local mic, then transmit only the phoneme data result to
others, or does everyone's local client...
Ok, an update. USB-C to USB works. I then have to verify the connection,
and clear the Manifest from the "Oculus" entry in the Editor window, and
can build from Unity, resulting in "succeeded".However, my project only
shows darkness, and three Oculus...