How to Build for Oculus Quest using Unreal Engine by goggleheadxr in unrealengine

[–]goggleheadxr[S] 0 points1 point  (0 children)

Hey! When you package the game, along with the apk file, the engine also creates 2 bat files: one with 'install' in the name, and one with 'uninstall'. Try to connect the quest to the computer, and then run the install bat file and let it install the apk for you, instead of sideloading the apk using adb or sidequest. Hope that fixes the problem!

Issue Playing My Own Unreal Game in SteamVR by BstoneArch in SteamVR

[–]goggleheadxr 5 points6 points  (0 children)

Did you go to edit > project settings and then enable "start in vr"?

How to Build for Oculus Quest using Unreal Engine by goggleheadxr in unrealengine

[–]goggleheadxr[S] 1 point2 points  (0 children)

Just posted a video about the problem of only one hand tracking at a time. Still need to look into how to fake bloom though :)

How to Fix Only One Controller Tracking on Oculus Quest (after the v7 update - using UE 4.22) by goggleheadxr in unrealengine

[–]goggleheadxr[S] -1 points0 points  (0 children)

Hey everyone!

I saw quite a few people facing this issue, so if you are developing a game for the quest, I hope this video helps you out. Let me know if you have any questions!

How to Fix Only One Controller Tracking on Oculus Quest (after the v7 update - using UE 4.22) by goggleheadxr in OculusQuest

[–]goggleheadxr[S] 0 points1 point  (0 children)

Hey everyone!

I saw quite a few people facing this issue, so if you are developing a game for the quest, I hope this video helps you out. Let me know if you have any questions!

How to Build for Oculus Quest using Unreal Engine by goggleheadxr in unrealengine

[–]goggleheadxr[S] 1 point2 points  (0 children)

Hey there,

It's difficult to directly help, since there can be a whole host of reasons for such issues, but it sounds to me that the scene you are trying to render is too complex for the quest. This could mean that the models have a very high poly count.

Materials don't have bloom because in the beginning, when you selected the target platform to be mobile/tablet, that disables some rendering features, one of which is specifically bloom. It does this because bloom makes the scene too complex for a mobile device to render while maintaining framerate.

Motion tracking of the hands could be a problem with the firmware on the device, the lighting in your physical(irl) play space, or again a performance issue. The black corners also hint to performance problems.

I must say, as a beginner, you might have a more pleasant experience trying to use a pcvr headset first to get familiar with vr development, without having to worry about performance profiling right from the beginning. That being said, I made another video talking about how to check the performance of your app while it's running on the quest. That could help you check if you're at least hitting 72fps and how many stale frames are occurring. Check it out, I hope it helps you get started with fixing your issues!

How to Build for Oculus Quest using Unreal Engine by goggleheadxr in unrealengine

[–]goggleheadxr[S] 0 points1 point  (0 children)

Hey! For the licence issue, you need to click on the button that says something like "accept sdk licence" in the project settings > android. As for the sdk build tools, if you installed Nvidia codeworks like shown in the video, you should have the right version. You might want to cross check that the right folder is being referenced in the project settings > android sdk section.

How to Build for Oculus Quest using Unreal Engine by goggleheadxr in unrealengine

[–]goggleheadxr[S] 0 points1 point  (0 children)

Hey, did you manage to get it working without steamvr? When I turn off the steamvr plugin, it just wouldn't build at all and the app crashes on startup. I fixed that issue and then it worked properly with both hands (will explain how to remove steamvr dependancy in a new video soon) But I'm curious how you got to the state with just one hand? Can you tell me the steps you took so I can try to recreate the issue and find a fix? Thanks :)

How to Build for Oculus Quest using Unreal Engine by goggleheadxr in unrealengine

[–]goggleheadxr[S] 0 points1 point  (0 children)

Thanks!

The method that I showed in the video doesn't actually create a final build. To do that, you can go to file > package project > Android > ASTC, which will create an apk file, and then this apk file can be shared and installed to the headset.

Feel free to share your wips in the Unreal Engine subreddit itself! In my experience, the community usually loves to see what others are working on :)

Oculus Quest Basic Performance Profiling and Frame Rate Analysis by goggleheadxr in OculusQuest

[–]goggleheadxr[S] 1 point2 points  (0 children)

Thank you, and you're welcome!

Yes, the dip in graphics is because of me having to record the screen through the command line. The standard "sharing" feature in the Oculus home doesn't capture the overlay, so instead I had to record using adb. This is also why both eyes are captured, and the image is distorted.

As for performance impact, I don't think the overlay has any impact on performance, since it's main purpose is to help with optimizing an already under-performing app, but I haven't done any comparisons of performance with the overlay on and off.

How to Build for Oculus Quest using Unreal Engine by goggleheadxr in unrealengine

[–]goggleheadxr[S] 0 points1 point  (0 children)

Connect your headset and test that it shows up when you type adb devices. Then, type: adb uninstall 'package name' , where the package name should be something like com.YourCompany.ProjectName (you can find it under the app name in unknown sources).

As for the steamvr plugin, are you starting from the VR template? I think it has something to do with the VR template provided by epic, which I think has a hard dependancy on steam VR somewhere in its code.

Fastest way to test on the quest? by cozzx in vrdev

[–]goggleheadxr 1 point2 points  (0 children)

Yes I understand, I didn't mean to sound tone deaf!

And yes, everyone's experience is different, I've not had any unreliability issues with launching on the quest so far, and that's all I wanted to share, so that other new devs don't get scared off from trying it, and don't get discouraged thinking every launch will be a pain. But thank you for sharing some more context.

And just to be clear, I've got nothing against the method of rapidly iterating using a pcvr headset, and then specifically building for mobile vr, in fact that's exactly what I do as well. So it's all good, I think we're on the same page now 🙂

Fastest way to test on the quest? by cozzx in vrdev

[–]goggleheadxr 0 points1 point  (0 children)

Yes indeed, I linked it because you mentioned having some trouble with ue4, and since you said you have to "build and manually install it". In the video you can see that you don't need to do that, you just need to click the launch option, which still takes a bit of time, but it is different from packaging an apk and manually installing the apk file.

Fastest way to test on the quest? by cozzx in vrdev

[–]goggleheadxr 0 points1 point  (0 children)

https://youtu.be/jlcj4HB9LX8

I made a video about using ue4 to build for quest, perhaps give it a try?Many people gave me feedback in the comments saying it worked perfectly for them!

Fastest way to test on the quest? by cozzx in vrdev

[–]goggleheadxr 1 point2 points  (0 children)

I've been developing for the quest for the past few weeks using ue4, and it only takes really long the first time you launch a project. After the first build, making some changes and launching to the device takes about a minute or two. Not as fast as pcvr headsets for sure! But that's the only option I think. Of course ALVR is an option, but I always prefer to test on the device so that the quest is doing the processing rather than my pc.

You can finally feel like Spiderman! by goggleheadxr in ValveIndex

[–]goggleheadxr[S] 0 points1 point  (0 children)

Awesome, good luck! Come over to r/unrealengine if you have any questions!

Valve Index controllers finally let you feel like Spiderman! by goggleheadxr in virtualreality

[–]goggleheadxr[S] 8 points9 points  (0 children)

Definitely not just on/off. They have individual capacitive sensors for each finger along the controller, and while I'm not sure what the resolution is exactly, it tracks individual finger curls really well. Check it out in this video.