Developer Forum [Archived]
Recently active
Okay so Im trying have whatever is being displayed on my ANCIENT Oculus DK2 headset to be displayed one for one on another display (or really 2 halves) but at a higher resolution. This means I need both the distortion and CA correction to remain, but it needs to be running at a higher res. I figured the easiest way to do this would be with Oculus Mirror. I have no issues running it at a higher resolution using the basic "--Size 2160x2160" command in CMD combined with just bumping the Pixels Per Display Pixels Override to 4.5, however, according to the docs, it is not possible to run both Post Distortion (using the --postdistortion command) and change literally any other settings. Now, on top of this, Post Distortion doesn't seem to be keeping the CA correction, but that's a smaller issue.Essentially, I don't seem to be able to have the distortion effects at the same time as a higher resolution in Oculus Mirror. Does anyone know of any things I can try to get around this or s
I'm getting this error when trying to upload a build to my ALPHA channel. I just want to upload the build to have it in the store to test internally. I already tried to edit the Manifest file, but I can't pass this error. Is there any way to ignore this error and upload the build anyway? Thank you. Validating build... ERROR: Validation identified the following errors: The upload could not be completed because your application contains the following Android permissions that are not supported: - android.permission.CAMERA Please remove the following permissions and upload your application binary again. NOTE: Your manifest includes the following permissions restricted by Oculus: - android.permission.RECORD_AUDIO Please remove these permissions if they are not needed by your application. If they are needed, you must include justification in the “Notes for the Reviewer” field when submitting your application for review. Failure to provide justification will result in the rejection
The room scale example here https://immersive-web.github.io/webxr-samples/room-scale.html no longer works as of the latest browser update.
Hello,We’re experiencing a Microphone bug when starting the Microphone the usual way, with "Microphone.Start()".What happens on the Quest 2 is that when we put the headset to sleep mode, by pressing the button on the side, the Microphone stops. BUT this bug is inconsistent, at least from our tests, it looks like the Microphone only stops if when coming back from sleep mode on the Quest 2, we get a popup window (like enter passcode, choose user account, etc.). If we don’t get a popup, from our tests, the microphone doesn’t stop.We don’t like that when starting the microphone on the quest there is always a black frame. Would it be best practice to always start the Microphone when coming back from an OnApplicationPause event?Do other people have that bug?
Hi all, I am trying to create a multi-user app in Unity for Quest 2 using the Oculus SDK and the META avatar SDK for avatar representation. I am currently stuck in the networking step. Here are two options that I am trying at the moment: 1. Using OSC to pass Transform data from local to remote avatars, but for some reasons the visuals are not moving even if the transforms are updated. This seems to be linked to the way data is passed to META avatars, but I haven't identified the issue. 2. Using Photon to pass out avatar data from local to remote avatars. This seems to be the most popular option from what I have found online, but I struggle to understand it and make it work. Besides, using Photon requires the internet and probably adds significant latency ? I'm going to give myself one more week to try and solve this issue using the Meta SDK, but eventually if I don't find an issue I will switch to another avatar package. Any resources are welcome, suc
Hey, folks! I am not exactly HLSL-inclined, is there a way to reference the depth texture produced by DepthAPI in a way similar to the Scene Depth node for Shader Graph? We are attempting to use it directly for certain shader visuals rather than just the final occlusion too.--Question is resolved! I've received a response from the DepthAPI team - the following is the Custom Function code snippet for Shader Graph:#pragma warning (disable : 3568) #pragma multi_compile _ HARD_OCCLUSION SOFT_OCCLUSION #ifndef SHADERGRAPH_PREVIEW #include "Packages/com.meta.xr.sdk.core/Shaders/EnvironmentDepth/URP/EnvironmentOcclusionURP.hlsl" #endif void GetEnvironmentSceneDepth_float(float3 posWorld, out float environmentDepth) { #ifndef SHADERGRAPH_PREVIEW const float4 depthSpace = mul(_EnvironmentDepthReprojectionMatrices[unity_StereoEyeIndex], float4(posWorld, 1.0)); const float2 uvCoords = (depthSpace.xy / depthSpace.w + 1.0f) * 0.5f; environmentDepth = SampleEnvironmentDepthLinear(uvCoords);
Hi all,I'm a developer and player in VR and I've recently set up my development environment again after moving.However, after setting up everything properly my Unity would start crashing for some reason, and I thought I would check it later and see if I could open the executable for my game, also to no avail.From there I tried to open any other VR application, even in Unreal Engine and it would instantly say "fatal error".Whenever I disable the Oculus service, everything works again and nothing's wrong..Usually I know exactly what to do but I'm at a loss.I've done all the steps as the automated responses gave out on these forums and I've created a support ticket for it.I am not entirely sure but I'm not sure I've even opened my VR Unity game after the CPU upgrade right before the move, but at the same time, I've updated everything where I could.The stack trace isn't really conclusive since it's unable to find the address, according to the Unity bug reporter tool.Has anyone else had any
I need to know if my headset is broken, because I'm gonna lose my **bleep**ing mind. I cannot for the life of me get this thing to consistently connect to a PC. The cord that I'm using has adequate throughput according to the oculus PC app, all the ports on my computer work, and the headset port works. Almost every time I turn on this headset it's endless troubleshooting to get it to even be recognized by the computer, or getting the headset to recognize the computer. Sometimes I can't get it to work at all. I use the same exact setup. Every. **bleep**ing. Time. I am signed in to the same account on both my oculus and PC. I've been able to play it many times so I know it works. My computer is also more than adequate for VR. If anybody has any clue what could be going on then please let me know.
Is there an easy way of getting a 2d "play area boundary" from a Quest 3 room scan? In other words, is there a way of using the information in the room scan to define a floor area that is safe for the player to move around on? I am trying to make a VR app that generates a maze within a play area that a user can safely physically walk through.I know that there are API's that make spawning things in an open area, or AI navigation possible, so I assume this is possible. But is there an easy way of doing this?I imagine I could use the Unity Scene API to get information about the walls and furniture which I can then use to get a 2d area that would be safe for a player to walk around in. But before I spent a lot of time trying to do this, I thought I would ask if anyone knows if there is an API or something that provides an easier/more direct way of getting this information.
Hey,I am attempting to use the Oculus Avatar system, which has some level of support for the full body Avatar including legs. But I cannot find any documentation, examples, samples, or posts talking about how I am supposed to set the feet/legs. I find a lot about moving the hands and head with OvrAvatarInputTrackingDelegate and OvrAvatarInputControlDelegate and writing your own AvatarInputManager : OvrAvatarInputManager to basically replay pose data onto the avatar. But I cant find anything equivalent for the legs. Does anyone have any tips or examples, or general help on this topic? Thanks
Documentation says: which conflicts with actual virtual mapping when there is only one connected controller:
Hi...I want to publish / test a crossbuy game for Rift and Meta Store (currently App-Lab). Can someone please explains how to do it with developer.oculus.com or Meta Quest Developer Hub? Thanks in advance!Mic
Hello!We are worried that all our apps that are currently on App Lab under the "Beta" or "Release" channel will be automatically made public on the horizon store after August 5. Can someone tell us if this is true or not?Thanks in advance!
I'm working on a mixed reality (MR) project in Unity (version 2022.3.20f1) using Meta's SDK (version 62.0). In my project, I've set up the splash screen for my application by uploading my logo in the Camera Rig -> OVR Manager -> Quest Features -> Splash Screen section. I then configured the System Splash Screen Type to "Stereo" and set the System Splash Screen Background to "Passthrough" (although the logo never appeared in passthrough mode during any of my tests). For the first 20 trials, everything worked seamlessly. However, as of yesterday, the logo appears split in half (as if cut down the middle), and I cannot understand why this issue has arisen or how to resolve it. Moreover, I'm puzzled about why the logo never displayed in passthrough mode as expected. I've tried removing and re-adding the logo file from the Oculus folder and performing a clean build, but these steps haven't solved the issue. I would greatly appreciate any advice or solutions from the community, espe
I am a developer for a multiplayer game, we are currently facing a problem where users are abusing app sharing to get around meta account ID bans. Is there a way, for us, as developers to disable the ability to app share our game?If not, is there a way we can get the account ID of who originally owns the game?
I'm trying to use Hand tracking in my app and no matter what the Hand scale stays at one event with a friends hands that are much smaller.After some investigation, and a lot of debugging, I found that the hand scale is calculated for the first frame of the application and is at like 1.1 before it gets switched back to 1 for ever.A "solution" I found is to switch of the update root scale parameter of my hands and I could then scale them depending on this initial value but as per the documentation says, the root scale is supposed to get updated during runtime. (The documentation is pretty empty on everything though and it's never detailled how they are supposed to be mesuring that).Does anyone managed to have the root scale update for their hand tracking ?If yes, could you share some insight with me ?
I have tried every solution to fix air link, but it still doesn't work I tried re enabling quest link and restarting both pc and the VR i also tried reinstalling the oculus software and switching to a different network on my two devices Can someone help me?!?!
I hava a bizarre problem on my Quest 3 where my origin for all of the Unity apps I build is "stuck" in a specific real-world position. I THINK this position is the first place I stood when I launched an app with a room-scale boundary. No matter where I am, either in a stationary or room-scale boundary, even in another room, the apps all start with the origin in that "stuck" position. And it's doing this same thing for multiple apps. This issue ONLY happens on my Quest 3; it doesn't happen on my Quest 2. This also happens regardless of whether the app is set to VR or AR. As a test, I've made a Unity app that just has a scene with an AR Session, XR Origin with camera (and passthrough setup on the camera), and a sphere at the origin. There are no custom scripts in the project. On my Quest 2, the sphere correctly spawns at my feet, on matter where I'm standing. But on Quest 3, the sphere always spawns at that "stuck" position, even if I'm in another room. Likewise, all
Hey, it seems that after the latest Meta Quest Link update (about 15 hours ago), the VR preview button in Unreal Engine is greyed out, when it shouldn't. My Quest 2 is normally connected via Quest Link (Meta Quest Link and Android Studio are opened) and besides the Meta Quest Link update I did not change anything with my setup.This happens with Unreal 5.1.1. Interestingly, on Unreal 4.23.1, the VR Preview works just fine.Is there a way to fix this or to undo the latest Meta Quest Link update?
I have updated my Unity project (2022.3.36f1) from Meta SDK 66 to 67, and this error has popped out:Library/PackageCache/com.meta.xr.sdk.core@67.0.0/Scripts/BuildingBlocks/MultiplayerBlocks/PhotonFusion/NetworkedAvatar/Scripts/AvatarSpawnerFusion.cs(46,34): error CS0246: The type or namespace name 'AvatarStreamLOD' could not be found (are you missing a using directive or an assembly reference?)I'm not using the avatars SDK in my project, and everything was working fine with v66.Any ideas? Someone else has found this error updating the SDK?Thanks!
Hello,I'm trying to instantiate an object during runtime and need to add interactions to it. Specifically I want to add a mesh collider, rigiidbody, HandGrabInteractable, Grabbable, OneGrabFreeTransformer and TwoGrabFreeTransformer to the object. I can not create a prefab for the object as I'm importing it from a server and adding it to the scene during runtime. The issue I'm currently facing is that though I can add the components during runtime, how do I set the proper references in Grabbable for the transformers and in the HandGrabInteractable to the grabbable. I tried creating a prefab with all of the 5 components attached to it and add it as a child for the 3d object but for some reason this doesn't work.
VR preview cannot be run in Unreal 5.0 and 5.1. (VR preview is available in 5.2 and 5.3.) If anyone knows a solution to this problem, please reply.
Here's my scenario. I am developing for the Quest Pro/Quest 3 using the Interaction SDK.I have a power drill in my hand and I want to use it to turn a screw. I would like the drill's socket to securely latch on to the screw head while I activate the drill and turn the screw and for this joint to break when a certain force threshold is reached. I suspect this has something to so with snap interactions, which I've tried, but I can only get the snapping to happen once I release the drill. I haven't been able to find anything in the documentation on this subject and I would appreciate any help or tips or leads.
Is there a way to modify or delete Add-on bundles or individual DLC files within bundles?We want to start using Add-ons instead of re-uploading DLC files with every app update, so we created Add-on bundles in App Manager -> Platform Services -> Add-ons and uploaded some test files to experiment with, however we have discovered that there seems to be no way to delete these test files from the bundles, or even delete the bundles themselves. There is an option to leave them unlisted, but these unused test files are still associated with all future app versions and appear in things like Asset File fetch requests.
I'm currently trying to test the Cloud Storage 2 platform service in a Unity app. Currently when using CloudStorage2.GetUserDirectoryPath()While in running in the Unity Editor play mode/Oculus Link I get no output, the function never returns anything. While running the app in a build on Quest and having given myself Beta Channel access in the app dashboard, the path prints out correctly. Is there any way to use the cloud storage functions within the Unity Editor for testing purposes or does this feature only work in builds with the correct permissions?
Already have an account? Login
Enter your E-mail address. We'll send you an e-mail with instructions to reset your password.