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So I was using v65 on 2022.3.7f1 Unity, all goodI updated to v66 and in the process Unity crashed, when I reopened the project I only saw an error involving some script in the voice sdk samples, but the thing that has be pulling my hair is OVR manager component and other Meta components are not showing, on package manager all meta stuff says "v66 and checkmark" *after seeing this I deleted the voice sdk samples folder, so I have no more errors on the console but the issue with the components still there }My best guess is this has something to do with Unity crashing, could you help me get my project back?
Can Oculus make Game Show VR games like. Wheel of Fortune, The Price is Right, Press Your Luck, and Deal or No Deal with a Community Leaderboard and Online Multiplayer options? I think it would drastically increase revenue for Oculus and also create more long lasting games to continuously play for people. I know for sure it would bring new people into buying and playing Oculus VR. Please and thanks in advance!!!
I want to create video content on motivation for meta quest, does anyone know which department to go to for information about it?
Hi there, I'm currently planning to develop a PC VR app that uses pyAudio(ie. Python Audio) to capture and process live microphone input, with the Quest 3 connected to the PC(a Windows 11 laptop) via Airlink. So I'm wondering if the microphone is recognized by Windows 11 and accessible to Python just like my laptop's microphone(ie. as a 2nd recording device)? Btw my current understanding is that under Airlink, the Quest 3's tracking data and microphone input are beamed to the laptop via the wifi network while the rendered video/audio output are beamed back to the headset. So is this correct? Many thanks! Melvin Eng.
Hi,We're using ADB to read the oculus controller positions and button states from an Meta Quest2 to a linux ubuntu machine.Our Oculus Quest2 seemed to have peformed an automatic update (without asking for confirmation) after which we're no longer able to receive any information via the following ADB API call: self.device.shell('am start -n "com.rail.oculus.teleop/com.rail.oculus.teleop.MainActivity" -a android.intent.action.MAIN -c android.intent.category.LAUNCHER')You can find more context here: https://github.com/rail-berkeley/oculus_reader/blob/main/oculus_reader/reader.py#L48 Also, after this update we're no longer able to install the APK via this ADB api call:`self.device.install(APK_path, test=True, reinstall=reinstall)`https://github.com/rail-berkeley/oculus_reader/blob/main/oculus_reader/reader.py#L104 Thanks a lot!
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 22nd, 2024.This week we’re doing an experiment to not include minor updates. Minor updates include fixes for typos, broken links, and correcting outdated branding. If you’d like those to be included again in future posts, let us know.Updates:Introducing the Multiplayer Testing Tool which “can be used to test things like your apps group presence settings implementation and the invite to app system” (Unity, Unreal)The web topic Browser Developer Release Notes added updates for v34.2, which adds experimental support for unbounded spaces.The Travel Features topic Quick Invites has been updated with new instructions for getting a list of users that can be invited (Unity, Native, Unreal)The Unreal topic In-App Purchase Integration has been updated with new Blueprints.The Unreal topic Blocking has been updated with new Blueprints.The Unity topic Unity Custom Scene Manager Sample ha
HiI am using Oculus SDK v66 in Unity and I use the interaction quick menu to add ray interaction to my UI canvas. Now, the only way I can interact with the UI Buttons is with the index trigger button. I would like to bind another button for interacting with the UI. How can I change this input binding?
Hello everyone, I am currently developing a project using the Meta Quest 3 and hoping to utilize the built-in microphone for voice input recording. While writing the program to detect microphone devices, I found three available Microphone Device options: "Android audio input," "Android camcorder input," and "Android voice recognition input." Despite trying these options for recording and confirming that the microphone is enabled with the necessary permissions, I still seem to be unable to use the microphone successfully.I'm wondering if I might have chosen the wrong Microphone Device, or if there might be another issue. This problem has been troubling me, so I came here to seek advice.
Hello, I have a question as to whether it is possible to access the microphone of the Quest 3 or Pro from Unity. I want to develop a voice control application and have tried various Android voice source codes, but I cannot access the Micro, so I suspect that it is not released for Unity. Do you have experience here? And yes, I'm also testing the Meta Voice SDK, which is probably intended more for dictations. Thanks for any help Jörg
hello basically the title I'm looking for a good game development engine it it would be nice if it was good for beginners but i am prepared to do a lot of work in not beginner friendly. i have done game dev in game maker before. I heard unity is good but they tried that payment model and i don't want to have to deal with that if they try anything like that again. Godot or unreal engine open to other suggestions also. thank you in advance. Also quest development would be very nice but I'm ok with just steam VR
I've got a 1 star review on my app saying the user is unable to find the game in his library... and I want to get this removed as this is an Oculus issue not an app issue. As per the documentation, there's a way to request that by clicking "Request Moderation" from the developer's dashboard on the review popup. https://developer.oculus.com/resources/user-reviews/but that button doesn't exist... What kind of a platform is this.. omg (btw I'm posting this knowing 100% that no one from Meta will bother to even read it...)
Here's my experience with review moderation:This is a 1 star review I got on my apptitle: "cant play"content: "didnt even appear in my apps cant play it someone help me"Which clearly violates the Relevance rule that states:"Irrelevant, including where the review is not based on the user’s direct experience with the app or is unrelated to the intended app experience, including reviews focused on the Quest platform rather than the app experience."So I submitted it for moderation and this is the response I get:"Our review team reviewed your request and found that the review doesn't go against our Quest Store and App Lab User Review Policy. We did not remove the review that you reported."
I am seeing jagged edges in the models of the scene, menu bar and also in the models in my VR application. Is there any method to enable system anti-aliasing in oculus quest 2. I looked up entire internet but could not able to find a valid solution for enabling the anti-aliasing. I could not able to find any option in the settings to do so. Please help
I keep uploading the same docs to verify my organization business. My LLC docs for name verification and my business checking account verification for phone number. I am using the same phone number on my checking account verification as I am verifying on the mfa when submitting verification documents but I keep getting rejected. Who can I call to resolve this?
Whenever im playing literally any game, the headset will keep randomly turning off.I've tried taping over the sensor which worked in the past but for whatever reason just completely stopped working, so now it stays on for a moment but when i do literally anything it'll turn off. I removed the tape, but then the sensor's function inverses and it turns off when i put it on my face.Is there any way to bypass this stupid ass system, other than making a time machine and executing whoever came up with this design?
Hi, we’re on the verge of buying a Quest 3 for a specific solution to a VR/AR need. We’ve designed and completed a physical two-storey hotel suite, but the spiral staircase connecting the two floors has been delayed. We have a fully modelled and textured 3d model of the staircase and was hoping to use the passthrough element of the Quest 3 to drop the staircase in position in the existing hotel room and allow potential customers the opportunity to see it while wearing the new Quest. Problem is there’s little to no support on where to even begin with this so can anyone advise on where to begin? Is it possible? Many thanks
The oculus documentation mentions configuring an OS Splash Screen in the project settings, but the OpenXR plugin does not seem to have anything equiavalent in its documentation and only shows blueprint. If I use the blueprint nodes I'm worried it will not pass the store's 4 second test as mentioned in the oculus documenation.https://developer.oculus.com/documentation/unreal/unreal-loading-screens/https://docs.unrealengine.com/5.2/en-US/openxr-loading-screens-in-unreal-engine/
Is there a way in Unity to check if Handtracking is active or controller?With OVRHand.IsTracked I can check if a hand is currently tracked, but this does not tell me if handtracking is active.Also, is there a similar command to check if teh Quest lost controller tracking (controller out of sight of quest cameras)?
Hi everyone,We are collaborating with a rehabilitation center to support amputees using several Quest 3 units under the same user account.We developed a Unity game for them, which worked perfectly with SideQuest. However, after uploading it to AppLab, it no longer allows simultaneous usage.Could someone help with this issue? Is there a specific option in the Unity code that needs to be enabled to resolve this?Thank you!
Hi,I've been developing a game with the Oculus Quest 2 in Unity. For testing, I use Oculus Link and everything there works fine.However, for my final build I built to the Android Oculus Device (as usual) and when I played the built APK file on my headset (standalone, unlike the link which is plugged into my laptop with a 1050 TI graphics card), everything was fine for the first ~10 seconds or so, and then the edges of the view started to get black and the entire screen just started flickering on and off so that it was unplayable. Made me sick and I'm still really disoriented. I have absolutely no clue why this would happen and would appreciate any advice here. Thank you!
Hello, I have 16 games released on app lab since it's launch several years ago. However, none of them are showing on the app lab tab on the store. Does anyone know why this may be happening? I tried to contact Meta directly, but got no answer.
I'm trying to enable developer mode on my Quest 2 and it says "We're having problems loading this, please try again later". I meet all the requirements and developer mode works fine on my Quest Pro. Is this an issue with the new app remodel?
I cant get ue5.4 to pick up my Quest 3 device, the live link seems to be working.I get a warning triangle next to android in platforms and I've used Android studio to set up, I've tried following the online epic tutorial for which versions of SDK/NDK and JDK to install and use and they also seem to be wrong.I keep getting: Warning: This version only understands SDK XML versions up to 3 but an SDK XML file of version 4 was encountered. This can happen if you use versions of Android Studio and the command-line tools that were released at different times. Can someone please advice which version needs to be installed and where, epic help forums doesn't reply!
I cannot enable hand tracking in the Meta XR Simulator. In simulator settings, I do not see checkboxes to select/unselect hand tracking (screenshot attached). The controller simulation works fine. I have followed the documentation in https://developer.oculus.com/experimental/xrsim-hand-tracking/ and tried using Meta Building Blocks, but nothing seems to work.
Unable to connect oculus HMD to Meta Quest Developer Hub, Displays error message "failed to refresh users on the device ***** " @developers
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