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I'm working off the standard OVRPlayerController, which has an OVRCameraRig as its child.This is a game where I need thumbstick locomotion (which the OVRPlayerControllerProvides), but I also need roomscale movement. In other words, I need to make sure that when the player moves physically, his in game avatar should also move.Currently whats happening is that when the player moves physically, the OVRcameraRig moves with him, but the parent OVRPlayerContoller does not move. This is an issue because I need my OVRPlayerController to move with my player at all times for proper collision tracking and targeting by Hostile AI. What is the best way to achieve this? Iv'e tried a few ways to make it work but wondering what the cleanest solution is. I'll also need hand tracking for this game. Perhaps I should simply use the AvatarSDK standard avatar and make it a child of a Character Controller for thumb stick movement? thanks for the help!
Hi! I'm developing a multiplayer application for Meta Quest that uses Epic Online Services (EOS). The users are supposed to login using DeviceID. This login method used to work perfectly when I submitted the app to the Alpha Channel of AppLab. Since a few months, the same application in AppLab is not able to login using this method anymore. The login fails silently and doesn't provide any error message. But when I install the application locally on my Quest, without submitting to AppLab, the login works fine. So, I suppose that there is something different or new in AppLab regarding this login method. Does anyone have an idea of what could be wrong or how to solve the problem?
Hello there!I'm developing an app using Meta SDK 66 and Avatar SDK 24.1.1. Recently I've configured the avatars with Active Manifestation set on "Full" and the Avatar not shown on load.Anyone can help with that?
Hi there!My team and I are wondering how to go about handling payment and customer access on our end vs. through Meta. Take Tennis Sense Arena as an example (https://tennis.sensearena.com/store). You purchase a subscription on their platform, and they give you an access code that you use within the app to gain access to the content. The payment, as well as user access management, appears to be run entirely on their end.The question is, do they (and apps with similar payment schemes) run their transactions through Meta at any point? Surely, I would expect there to be some routing of payments through Meta, so that Meta can collect its share of the revenues. Or am I missing an alternate process here?In summary, we're just looking for some insight on the extent to which it is possible/preferrable to handle payments and user access on our end vs. through Meta, or if there is a certain balancing point between the two. Obviously, we are wanting to stay within Meta's regulations in any ca
The Meta team canceled my app submission because they said that for apps that support hand tracking, the system gesture is reserved and should not trigger any other action within the app. How can I address this problem? They sent me some links, but they are not really useful. Can someone tell me how to address this problem?Thanks. I will link the links they gave me:https://developer.oculus.com/resources/vrc-quest-input-8/https://developer.oculus.com/resources/hands-design-bp/#system-gestureHi Big_Flex can you give me a feedback on this ? Thanks for your time 🙂
I’m in the middle of developing a game and keep bouncing between different ideas for game modes and features. It’s tough to settle on one direction and I’m feeling stuck. How do you decide which ideas to implement? Do you have any strategies for evaluating and prioritizing features? I’d really appreciate any advice or methods that have worked for you
Hi, I have been trying to integrate IAPs into a Unity VR project using the Oculus SDK. I have a free consumable add-on defined in the developer console (I haven't set up payment info) and then in my C# code I have:IAP.LaunchCheckoutFlow(product.Sku).OnComplete((res) => { LaunchCheckoutFlowCallback(res, callback); });Everything up to this point - retrieving the add-on etc. - works perfectly, but then when I try to run this, a popup opens and instantly closes and then I get this error in the android logcat [AndroidPlatformIntegration] In-app purchase failed. errorCode=0, httpStatusCode=0, errorMessage={"category":"user_canceled","code":0,"message":"The purchase has been canceled."}and the Message<Purchase> (res) IsError is set to true in the LaunchCheckoutFlowCallback function, But I am not sure why. This is a build from Unity, not an uploaded build and I haven't tested if that would work. But other than that I don't know why I am getting this error.Thanks for any h
I'm having a unique issue that cannot be solved through Oculus support (their internal team will get back to me) and Facebook payments (its most likely my browser isn't updated) so I'm hoping Meta will be able to help I can't link my bank account via the developer hub from Australia using a SWIFT code for my bank (Commonwealth). I've tried the other version with XXX at the end too. I called my bank 3 times who confirmed I am entering details correctly
Manually link bank account seems to be the only option
I'm trying to get VR Virtual Keyboard [BuildingBlock] to work but I can't, how do I get the text I see on the keyboard when I type to an InputField (TMP)? This is very complicated, I don't see any method that does it, and I can't find information that helps me. I'm getting hit more than a bee on glass. Please help, some link that explains how to do it, I just want the player to be able to write their name.
My project uses hand pose detection which used to work with Building Blocks but now is broken. I can no longer load any of the sample pose or debug scenes and I’m stuck. Can anyone help me get going again, please?
My app uses distance hand grab interactions to grab objects and move them while they maintain their distance from the player. One thing I immediately noticed is that the movement is jittery due to the tracking of the hands. I was able to fix this by overriding the "Grab Origin" parameter in the DistanceHandGrabInteractable component with a custom GameObect that lerps to the players hand and resulted in much smoother movement. After I updated to v66, overriding this parameter does nothing. Been digging around in the scripts and cannot for the life of me figure out what changed and how to override this for smoother movement.
Are there ramifications of setting OVRManager.runInBackground to true?it's line 474 of OVRManager.cs
I use SerializableDictionary without any issues in Unity on PC. When I try to build the app on Android, I get the following error: The type or namespace name 'SerializableDictionary<,>' could not be found (are you missing a using directive or an assembly reference?) I am unsure if I must import anything besides the Meta All-In-One SDK to make It work on Android. It works flawlessly on PC.
Hey VR devs,I've been working on Unreal plugin to let you all record Camera | RenderTarget | Viewport + Audio while running your Oculus app/game.Here is the link to Fab marketplace:https://www.fab.com/listings/36bd136b-2942-4403-9428-96a430ca71eeVideo encoding is Hardware Accelerated meaning it can leverage Oculus hardware and thus your game won't bottleneck at all.Result video can be encoded at any FPS you like and maximum FPS really depends on how performant your simulation or game is! The plugin can produce 30, 60 or even 90 FPS videos with ease and performance wise it is SUPER light. I've added Unreal Insights markups so you can profile it too.Runtime Video Recorder can also record audio, do manual capture (for more granular recording) and is cross-platform!P.S. Tested on Oculus 2 and Quest 3! Also a bunch of Android phones.Discord:https://discord.gg/Ujw7QVrWxGBest wishes,Petr
https://developer.oculus.com/downloads/package/meta-xr-core-sdk/ "66.0 - Release Notes What's New Boundary API The Boundary API enables developers to suppress the boundary visibility, allowing users to go beyond the Guardian Boundary. The feature is closely related to Passthrough: The boundary visibility can only be suppressed when a Passthrough layer is rendered." The official API docs only refer to v65. Has anyone managed to do this? If you have, would you be so kind as to tell me how please? I'm trying this private OVRManager ovrManager; ovrManager = FindObjectOfType<OVRManager>(); ovrManager.shouldBoundaryVisibilityBeSuppressed = true; but the boundary still appears.
Hey!I see that there are building blocks available to support a passthrough window in your virtual world. I wonder if anyone was able to make the opposite, a window to see the virtual world in passthrough. Thanks!
Ive done all the steps, factory reset my quest, uninstalled the phone app and installed it again and i still cant turn it on. I just keep getting that message "We're having problems loading this. Please try again"
Hello everyone. I have a question. I'm currently using Meta Quest all-in-one SDK in Unity. What I'm trying to do is too make piano keys intractable with the hand-tracking. I put the sounds and box colliders on the keys. The problem that I'm facing is when I press on them using hand tracking, it does not work. Like it doesn’t collide with it. Is there a way to put on the default hand a collider to make it collide with the other object?
I don't know why Meta is making it so dam hard to upload a simple app for review, the app is running fine on the Quest 2, but uploading for review is something from the stone age, and very frustrating. A simple % percentage bar or counter that tells if you are uploading or not , and how much was uploaded until now is not difficult to make to help developers keep track of the already difficult upload process, you are left with many errors with no solution on how to resolve them, and a long log file that need an AI to determent where is the problem exactly, not to mention that random server upload errors that keep happening, so you don't know it are still uploading or it stopped for some reason, and the android permission errors that I can't find any solution for it, I can locate many developers on the forums that have the same problem, so why not make the process more simple to upload an app for review, or make a plugin that check your application and fix any an
I've been working with the Oculus Quest in Unity for about a month now and am working with different Interactors right now. During that, I have encountered PointerEvents, but I haven't been able to find the corresponding documentation to tell me what attributes a PointerEvent has. Through other scripts and trial and error I did find the type and data attributes which contain the type of the event and the Interactor that triggered it, but to better understand what I can do, I'd like to know if there are any other attributes a PointerEvent contains. Googling only got me the Unity-GUI-Pointer Events which do not seem to share these attributes, so maybe someone can point me to the class documentation or to a Unity class it is inheriting from (if that is even the case). Thanks a lot!
Hello Meta Quest Developers! Here are the latest developer.oculus.com documentation updates for the week of July 1st, 2024. Updates: On August 5th, all App Lab apps will move to the Meta Horizon Store. App submissions to App Lab will end on July 31st. The banner for doc pages on the topic of submitting and publishing an app have been updated to reflect this. Churn Deflection (Beta) has been introduced for subscriptions. Developers can use this to show users a winback offer in the cancellation flow to retain users that try to cancel their subscription. The Quest 2 is getting multimodal support and the Use Simultaneous Hands and Controllers (Multimodal) topic has been updated: (Unity, Native) A new VRC topic VRC.Quest.Functional.14 has been added. Apps that can launch directly in passthrough should show passthrough loading screens and launch in passthrough when the user is coming from MR Home. The Unity topic Import Meta XR SDKs in Unity Package Manager has been updated with new
In Unity the object with the building block "Network Grabbable Object" that has "Grab Free Transform" attached to it gets stuck when handled with one or two hands soon as the scene starts. Guess it is something related to the "TransferOwnershipOnSelect" script when it calls:```_grabbable.WhenPointerEventRaised += OnPointerEventRaised;```Does anyone have any ideas on how to solve it, or any clue about it?
I tested the passthrough sample to get started (https://github.com/oculus-samples/Unreal-PassthroughSample) and I would like to invert the torch level so that the torch shows the VR scene and the rest is hidden by the passthrough. I tried to set an overlay passthrough over the scene and apply a 0 opacity underlay passthrough on the surface of the torch cone. But If I set reconstructed overlay passthrough on the level blueprint, it looks like it renders always over the surface projected passthrough on the torch, even if it has a lower priority. All the examples in the template seems to apply the passthrough in different geometries over the virtual scene, but never the opposite. Can I have a passthrough scene and choose a surface that only shows the VR scene?
Hi, I want to build a multiplayer game that uses the room global mesh, but in order to make sense I need all the players to share the same mesh, not a different one each, as the mesh will be used as an interactive shared element. I know that sharing the spatial anchors is possible, but can the mesh be shared too?In case it is not possible it would be a welcome addition to the Scene API
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