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Do you have the same bug or I need to reinstall Unity?
Hi everyoneA few days ago, some users started reporting that they couldn't run the game. The problem was that the ovr_User_GetLoggedInUser function was failing. We managed to get rid of the use of this function, but unfortunately, after the update, exactly the same users reported that their leaderboards were not working.We did not have requested any user data in the Data Use Checkup section, so we requested User ID, User Profile, and Friends. Unfortunately, the problem still did not improve after receiving approval.One user has this problem on both Quest 1 and Quest 2. It looks like the problem is specific to specific users.Does anyone know what it could be and how can it be fixed?We use Unreal Engine Version: 4.24.3-0 +++ UE4 + Partner-Oculus-4.24, OVRPlugin: 1.50.0The said user usesVersion: 23.0.0.87.517.260511599Runtime Version: 23.0.0.87.517.260511615Thanks for the help!Tomek
Hi All,Been building an application to use spatial anchors. However, my app is for a quest 3 that has to be tethered to a computer, and haven't been able to get it to work - All of the documentation for spatial anchors assumes standalone VR. Has anyone run into this and have any ways to get this to work?
I need help please. How can I documentation my profile without change to my name.
The official documentation states that the E2E testing is available for Quest and Quest 2 devices. Has anyone tried using AutoDriver with Quest Pro?
My game (Starfighter Arduxim) is made with Unity and Photon - for multiplayer it copies the Oculus.Platform.Models.User.OculusID field to PhotonNetwork.playerName so player names show up on the in-game scoreboard.. I'm being told by the Oculus Data Protection Assessment team that the transmission of the user ID needs use TLS 1.2 as that is the 'industry standard', and that if it doesn't my game will be removed from the App Lab. Photon doesn't support TLS 1.2 and it sounds like overkill to me to require it just for the user ID, as TLS 1.2 is used for things like secure web pages. The person emailing me doesn't sound like they know what Photon is which makes me think they aren't familiar with how multiplayer games work, and it would explain why they expect encryption more suitable for a business productivity app. Can anyone at Oculus shed some light on this? Is it just a misunderstanding on how my game is using the user ID? If TLS 1.2 is required, how is this achieved when usin
Hi! I've been experimenting with OVRInput Haptics as described in the documentation. I activate haptics with:// starts vibration on the right Touch controllerOVRInput.SetControllerVibration(1, 1, OVRInput.Controller.RTouch)The first value represents frequency and the second the amplitude, both with max values of 1.But whenever I change the value of the frequency, it doesn't affect the haptics, even with frequency set to 1 and amplitude to 0. If I set amplitude to eg. 0.5 and then change frequency in steps of 0.01 all the way to 1, no changes in haptics are noticed, that is the vibrations are exactly the same all the way through.Is this how it's supposed to be or am I doing something wrong?
Calls to OVRInput.SetControllerVibration(1f, 1f, OVRInput.Controller.RTouch) produces no vibration of the physical controller.Unity 2019.4.16f1Oculus SDK 23.1The developer page states that other methods of generating vibration are deprecated, so it seems that such a simple call should work.
I am having trouble because OVRInput.SetControllerVibration does not vibrate in the following environment. Unity 2021.3.33f1Oculus Integration v60Platform Windows We have confirmed that it vibrates normally on the Android platform. The situation is the same with both Editor and Build. thank you.
Hey all, I'm trying to build my project to WEBGL, for this, I have disabled all VR elements and put in a first-person controller. It's meant to be something the client can test without having to set up their VR constantly, and its useful for me to roll out features to get them tested.but for some reason, it has stopped building and I get the following error:Library\PackageCache\com.meta.xr.sdk.voice@66.0.0\Lib\Wit.ai\Scripts\Runtime\Utilities\VoiceLipSyncMic.cs(49,21): error CS1061: 'Mic' does not contain a definition for 'SetAudioSampleRate' and no accessible extension method 'SetAudioSampleRate' accepting a first argument of type 'Mic' could be found (are you missing a using directive or an assembly reference?)From what I'm gathering, when Unity builds to WebGL, meta switches out the Mic class for a WebGL version, that's fine, except that the webGL version does not have the SetAudioSampleRate Function.this function is called in the VoiceLipSyncMic class on Awake.I understan
hello, I have this problem, I have the Meta Quest 2 and to mod a game I have to access private folders, but when I try to use them I get a pop up where it says "to protect your privacy you can't use this folder" or something like that, despite I have the account in developer mode I can't use certain folders, Can anyone tell me how I can fix it?
Hi, since many day, we cannot upload our build with platform tools.Message says : :white_heavy_check_mark: Successfully Validated Build⬆ Retrieving upload filesOBB File: 1.8GB2 Assets: 2.0GBAPK: 138.7MB⬆ Uploading 3 expansion filesA network error occurred. The request will be retried.⬆ Waiting for expansion files to be processed We can wait or hours but never finish upload.if we used Oculus developper hub, we never can use it. always error display.How upload our build please ?
Hi,We are developing a Unity VR game for the Meta Quest platform and would like to know if revenue from in-app purchases can be paid out to a bank account in Guatemala.Could you please confirm if this is possible and provide any relevant details or requirements?Thank you.
I'm getting this error. Does anyone know how to fix that? Thanks. 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.CAMERAPlease remove the following permissions and upload your application binary again.NOTE:Your manifest includes the following permissions restricted by Oculus:- android.permission.RECORD_AUDIOPlease 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 of your application.
Recently, there is a project requirement that requires using the Quest2 headset to identify QR codes in the environment. Based on the obtained QR code location information, some scenes need to be mounted underneath it. I have tried the Passthrough function to obtain it, but it was not successful. Do you have any good solutions?
I did some testing and thought I would share. Quest 3 Standalone, Unity ECS Netcode https://youtube.com/shorts/1y5LlOgYVng?si=n62NnwBKi_dh0VJ1
I am using Quest 2 with Air Link on windows 10 PC.In order to pair I am connecting the USB cable and after that I able to Air Link the headset. The problem is after each reboot of Quest 2 I need to pair again the headset. Before it was paired all the time and it was not a problem, now I have to pair the headset few times a day.
How to learn How to use Meta XR SDK for beginners there is no tutorials . I saw the documentation its missing information its different from XR interaction toolkit. I want to do similar things like what Meta provided in Meta XR Interaction SDK OVR Samples
Hola!I packed my games with hand tracking with no problem in UE 5.1 But now I have Quest3 and UE 5.3I can pack with no problem my games.BUT when I include the OculusHands in my VRpawn, the packaging simply doesn't load anymore in my Quest3Any expererience packaging with UE 5.3 and hand tracking for Quest3?Thanks in advance
We are developing VR device management system that can monitor VR viewers' screens.we are implementing mirroring function using MediaProjection API, and it worked in v43.However, after updating to v44 it was not working and we found the following log. 10-13 16:41:59.750 4070 4070 E MediaProjectionPermissionActivity: Screen recording via the Media Projection Manager is disabled; canceling operation It seems to be happening in MediaProjectionManager.createScreenCaptureIntent().The expected behavior is for a permission confirmation dialog to appear, but no dialog is displayed. MediaProjection is not available in the future? Is there an alternative?We are very troubled as we consider this an important feature. We are unable to post the logs for our application, but were able to reproduce same log with the following mirriorg application.https://github.com/TakenokoTech/ScreenMirrorAndroid/
There is this mystery game that I think would be very good for a VR world app. It’s called Duskwood what Duskwood is it’s mystery game that you try to find clues and you get to interact with the players that are in the game. I don’t know about you all, but I would totally play it, if they were to put it in the App Store on the Meta Quest to get this to be a real thing if anybody has any questions or would like to try to help me in any way possible to get this to happen that would be totally awesome
Creating this thread to facilitate easier tracking.Unreal Engine version 5.4.2 and Meta XR Plugins version 66:https://dev.epicgames.com/community/learning/tutorials/y4vB/unreal-engine-5-4-2-for-meta-quest-vrUnreal Engine version 5.3.2 and Meta XR Plugins version 62, 63, 64, 65:https://dev.epicgames.com/community/learning/tutorials/3Vx6/unreal-engine-5-3-2-for-meta-quest-vrAny issues, ping me here and I'll update. Happy Questing!
I received the is email earlier today and I’m just wondering if this is legit or not. Any help is appreciated.
I am building a cross-platform app and wondering if I can manage to build for Android phones and Quest in 1 go.I notice this checkbox:Determines whether the android intend is for the apps list or hidden, and it's set to hidden.<category android:name="android.intent.category.LAUNCHER/INFO" />Is there a way to prevent this, so I can build for both devices in one app? The reason I request this is because it's cross-platform and if the build isn't made with the exact same settings configuration, the server will detect a mismatch and boot the build that has the checkbox above clicked, citing it's a version mismatch. Thank you, -Brandon
Hi, I'm trying to create a developer account but I don't receive the SMS confirmation code. I have tired with two different telephone numbers (both form Spain). I have also tried from different computers and devices but no luck. I can't create my developer account.Any help, please? Thanks,Sonia
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