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Why the example of network-loopback as same as the mirror one? When I moved my right hand,the mirror moved right side hand(its left hand), and the network-loopback avatar shuold moves his right hand too, but now his behaivor looks like mirror.... (Does it make sense? sorry for my poor English...)Sample screenshot of the “developer.oculus.com/documentation”Me: right handHe: right handActually in unity sdk's Sample screenshot :Me:right handHe:left handHelp me!!!!!please!!!!
Are there any games close to the game Portal? It would be a really cool concept of using portals in a game of tag. It was just a thought because I would love to play something like that. Sorry if this isn't where I'm supposed to ask here.
I have added hand interactable .. but how to add pinch pose. currently grabbing is fine. Can anyone suggest
Hi, we have an vr app that is embed on a web app that loads data from a node-express API.Since the start of this week, more precisely on tuesday, the default quest 2 browser stopped to handle the data from http requests to our API. We can't login, load courses list on website or fetch any data from API inside the WebXR application embedded on the site.Monday was working well, the next day (in a very bad lucky day that we presented the product to the client), nothing works.Works well on alternative web browser, like Wolvic.
After Updating SDK to v67, UI Canvas is not visible in builds. Currently using Unity 2022 Built-In RP. I just have an empty scene with OVRCameraRig and UI Canvas Image. It throws erros as you can see in the screenshot. Anyone has an idea?
I've tried everything to get it disabled permanently but meta quest developer hub doesn't seem to do anything when you try to toggle it off, it just seems to error out and stay enabled.
First of all thank you Meta for the hard work to improve the SDK with a lot of frequency BUT can we please find a way to make the SDKs updates less horrible? 50% of the time after an update from the package manager something breaks in the project, and I dont mean incompatibly, I mean stuff with the packages, library folder etcI was so excited to try the new Depth API with v67, but I had to rollback everything to v66 because I couldn't get rid of an error not finding OVR Input.Its amazing to have a rapidly evolving environment for Quest but please lets make this in a better way, starting by updating the version number on ALL packages, make it as easy as update the main package and that it updated all the dependencies.
Hello I love the feature to report bugs of an APK directly in the headset instead of taking it off and forgetting what the hell you where on about. However I would love it even more if there was a way to export the list of bugs in the Dev Hud and connect it to a board in a planning tool like Monday or JIRA. I know this feature was probably initially designed for external playtesting feedback and for that it works fine but if we could get it to work with our internal QA bug tracking in Monday I would worship you. Best regards Pelle
Hello Everyone,I am planning to develop a VR app that to install it in quest2,quest3 From Unreal Engine ,Which Plugin should i use OpenXR OR Meta XRThanks in Advance
Hi! I'm having an issue when trying to submit a Data Use Checkup recertification. The Data handling section includes a field instructing the user to list all data processors. I do not have any data processors to list, as my app doesn't collect any user data. The form will not let me continue with the request because I am missing that required field. There's no option for "none" or "N/A", so I'm unsure how I'm supposed to move forward. Thanks!
Hi,I'm using XR_KHR_composition_layer_depth and running into some issues with the PCVR OpenXR runtme:xrEnumerateSwapchainFormats returns a number of depth formats.None of these depth formats support VK_FORMAT_FEATURE_STORAGE_IMAGE_BIT.According to the validation layer, xrCreateSwapchain sets the STORAGE_IMAGE bit when creating its internal images.Swap chain creation for my depth swap chain still (somehow) "succeeds".But then rendering breaks with a DEVICE_LOST error.If I turn off XR_KHR_composition_layer_depth (or otherwise disable creating a depth swap chain and just create my own depth buffer) then the color chains work fine.My expectation would be that if my device doesn't support everything that the OpenXR runtime needs for a depth swap chain that xrEnumerateSwapchainFormats would tell me that by simply not enumerating any depth formats (or maybe just not advertising XR_KHR_composition_layer_depth), no? Or is there some other API that tells me that? (Hoping there's something other
hey all! We built open-source AI necklace called "Friend" and looking to integrate it with Meta raybanWe know that meta rayban doesn't have an SDK yet but if someone would have ideas => here is the github issuehttps://github.com/BasedHardware/Friend/issues/511
So, I love skateboarding games and skating in real life, But iv tried two separate skating games and one was VR skater SL, not bad by any means but very limited. Grindpunk, I talked to the dev he was supper sweet and gave me early access, But it ended sadly I cannot play the game anymore, But it also felt really stiff (Its still early testing so im not saying its bad because of that) But I really want a VR skating game I play PCVR and Standalone so if anyone knows any games let me know please <3<3
If there are bones on the left and right shoulders of your character model skeleton, except for the arms. It will cause the arms to become like a snake, bending left and right, and these extra bones will continue to rotate around the neck, which is very crazy. I have no choice but to transfer the parents of these additional bones to the Chest bones.
Hi, I am trying to find out if there is another way to get hand tracking data other than using OpenXR in PCVR. I know that hand tracking data can be got by using Meta Quest Link's OpenXR. Thank you.
I'm working on a Meta Quest game, and My code worked before but a few days later is not working again. The environment is on Android, SDK 67, I'm following the best practice of entitlement check doc. I have my account at Release ChannelsI have passed the DUC.My build is uploaded successfully.I can pass the entitlement check while using a Rift App ID, with the same DUC setting and dashboard setting.But every time I switch to the Android with Meta Quest App ID, even in the same DUC & dashboard setting, it does not work. I‘m appreciate for any helpful hints
Hi. I'm x-posting here because the 'Genera' forum has tons of spam and doesn't seem to get any activity.I have an app in app lab that's never been released in app lab, i.e. there's no builds in the Production (App Lab) release channel and Release Status is "Not Released". I have other channels I'm using for dev and testing and beta users.Do I have to do anything for the coming App Lab transition to the Store? I have had my business verified and my admin verification is pending.If I look in the App Manager in the Overview section (see below), the 'Remove app listing' button/option is greyed out, and hovering over it says 'This application is not approved'. So I'm assuming there's nothing to Delist and I'll be transitioned into the Store with just the existing Private Release Channels as described in the transition documentation? Will my channels remain as-is and my test users remain as-is or will they need to be re-added and they'll have to reinstall? Thanks
My wife is a licensed professional counselor in the State of Texas. She has a growing number of clients that are now using Oculus as an aid in their counseling sessions. While there are several “guided meditation” programs that offer benefits to her counseling sessions, much could be done to provide a more quality and beneficial mental health therapy session. As an LPC, her sessions are covered by most major insurance carriers and we feel that with the right visual/audio software, along with a wide range of potentially new hardware development, this field could expand and grow into a new way to provide superior mental health care for millions of people. Who would be the best person or persons to talk to to discuss this potential opportunity for mental health professionals and hardware and software developers thought the country and the world? Please let me know.
Hi, I just want to know how to change the languages in TTS. I have a requirement to use Hindi text-to-speech but I couldn't find the documentation anywhere for changing the language.
I'm developing with the quest3 and magic leap2 in my computer.For the Magic leap2, I need other android version. Is it possible to develop the anroid app for the meta quest 3 with this andorid version?
Hello allThe splash screen does not show on core sdk v67. It just jumps into the scene.To reproduce:Disable splash screen in unity player settingsMake sure the virtual reality splash image is empty tooSet the desired splash screen in the OVR Manager / Quest featuresBuild for windows and runThere is a work around which is to enable the virtual splash image under player settings in unity (leave the splash screen off) and ignore the error from OVR Manager / Quest features telling you to switch it off.This is not an issue when building for android. I've test on both pro and quest 2.Is anybody else seeing this too?Regards
Hello,How can I access the information obtained through eye tracking in the Quest Pro?What information does it include? (Including eye position, pupil size, pupil center position, eye openness, gaze position)?What is the frequency of the measurements?is there a way to assess the accuracy of the tracking?Does any of these questions have documentation somewhere?Any assistance would be greatly appreciated. Thank you.
Has anyone had a problem running the VR preview in Unreal Engine with player position? Namely, when I start the game and put on the headset (Oculus Quest 2), it happens that my virtual space rotates or moves by certain values. It is extremely important to me that when starting the game in the program, the player is always in the same place and in the same orientation, because I overlap the table from reality with the virtual one, so that they really coincide without having to move the virtual one every time. I need the VR pawn view to match the posi
We are using OVRPlugin.GetEyeGazesState in Unity to get left/right eye pose. In every frame, and for every person we tested, the distance between the left and right eye is always exactly 65mm.Their actual distance between the eyes ranged from 60 to 71mm; we did Fit Adjustment and Eye Tracking Calibration: fit adjustment shows the correct distance between the eyes, and the eye calibration is successful. Still, the eye positions we get from OVREyeGaze are clearly not correct.Does anyone know why is that, and how to get the actual eye positions?
I receive these errors when building for Linux or Linux Dedicated server. Has anyone found any success? I am trying to prevent using any features with conditional check of whether the Platform is Linux. Linux Dedicated Servers are good to support because they can greatly lower the costs of game server usage in the cloud opposed to using Windows instances Thanks, -Brandon
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