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Hello,I'm developing a small VR app with colocation features on Meta Quest 2. The app includes:Unity 2022.3.20f1Photon Unity Networking 2 2.4Meta XR Platform SDK 63.0.0 (I'm using Building Blocks)Currently I'm struggling on interfacing with any Oculus Platform features from the Unity Editor due "Missing entitlement for XXX (XXX)" error when running "IsUserEntitledToApplication". I need to pass this check in order to retrieve username (for display to other players) and to interface with Anchors API (I think - I haven't got to that step yet):private void InitializeOculus() { Core .AsyncInitialize() .OnComplete(OnCoreInitialized); void OnCoreInitialized(Message message) { if (message.IsError) { LogError(message.GetError().Message); return; } Entitlements .IsUserEntitledToApplication() .OnComplete(OnEntitlementInitialized); } void OnEntitlementInitialized(Message message)
Is there a metaXR plugin for 5.4?
Hi, Setting up a simple Two Grab Rotate Transformer and am noticing that when both triggers are pressed the object snap rotates a certain angle and than starts to rotate based on controller movement. If both triggers are pressed many times the object keeps rotating around even though controllers are not moved. The One Grab Rotate Transformer works fine and leaves the object rotation intact before rotating based on controller movement.Any ideas?
I can't fetch my products in the app, it shows null, I publlished the product and it's status is "Reslease Pending" Here is the script [SerializeField] private TextMeshProUGUI m_priceText;private const string DURABLE_SKU = "box1"; private void Awake(){ Oculus.Platform.Core.Initialize(); } void Start(){ FetchProductPrices();} public void FetchProductPrices(){ string[] skus = { DURABLE_SKU }; Debug.Log("Products in list" + IAP.GetProductsBySKU(skus)); IAP.GetProductsBySKU(skus).OnComplete(GetProductsBySKUCallback);} void GetProductsBySKUCallback(Message<ProductList> msg){ Debug.Log("message" + msg.Data); foreach (Product p in msg.Data) { Debug.LogFormat("Product: sku:{0} name:{1} price:{2}", p.Sku, p.Name, p.FormattedPrice); &nbs
I am currently attempting to submit my app to the Meta Store AppLab.I need some advice on the following issue: In VRC.Quest.Input1, it is suggested that in-app menus should be activated with the menu button. I have implemented my menu in the way that when you do the pinch gesture with your left palm (hand tracking), the in-app menu appears. However, the app was rejected because in VRC.Quest.Input.8 it says that for apps that support hand tracking, the system gestures are reserved and should not be used.May I have misunderstood something. Could you please advise me on how to open my hand menu when I am not supposed to use the system gesture?
Problem: I'm trying to set my Quest 2 headset to 120hz, Calling OVRManager.display returns null Details:I imported the Oculus Integration Plugin then wrote the below code, but when I build and deploy to the headset I get a null reference exception because OVRManager.display returns nulls Additional Info:Unity 2021.3.12f1, building for the Quest 2, I have Quest support disabled.Oculus XR Plugin V3.0.2XR Plugin Management V4.2.1Oculus Integration V49.0BNG VR Interaction Framework 1.82 Thanks in advance for any help!
If I switch to Epic Native OpenXR API it works correctly, but throws errors when compiling my other plugins. I should be able to simply enter VR Preview with Oculus OVRPlugin API. This is a recent issue. Any help is appreciated
Greetings, Hope everyone is doing well today. I am an aspiring VR Developer with a huge passion and drive. I am trying to sign up to the Oculus Start Program, but it doesn't seem to work. It asks me to select a program and the drop-down shows nothing, has anyone had this issue? Are their any other courses similar to this? What are your tips for someone looking to learn development. Any help is appreciated.
New Quest3 (I had Quest2 for a while)Floor level is half a meter too low in the dock room. Also when I build my apps. I am floating half meter above floor level. I tried to erase boundary many times. And also to set floor level manually. Nothing works.Please... how can this happen with such a technology?Any tips?Thanks in advance
Hi, I'm wondering if access to eye tracking is available through WebXR. I'm trying to develop something with WebXR that can use the eye tracking on my Quest Pro, but I didn't see any documentation explicitly mentioning this.
I am sure it must be already been discussed here many times,somehow I couldn't find any thread discussing this issue so here I am.Apologies in advanced for those who are fed up with the question.Do you have any tips on how to move your game from App Lab to Meta Store?I googled around, and some results say that there was, or is a section in developer page where you can apply for it, which I couldn't find any.Some say there is no other way but to wait for the Meta team to discover your game.It baffles me that there is no system or official procedure and I hope I am wrong about it.If you have any tips or advice, I would very much appreciate it!
Hello Meta! I tried uploading an APK to Meta Quest Developer Hub to attempt to publish a game to App Lab. Whenever I try to upload the file, a "NETWORK_ERROR" shows up, only saying "write ECONNRESET". Does anyone know what this is, and how can I fix it? Also, I made the apk build using Unity 2021.3.30f1, if that is any help.
Hi im using building blocks for a project and was wondering if there's an easy way to use the networked avatars building block and change it to be something other than the meta avatars. I only want the tracked hands to be visible. thank you!
Hi, I have two questions regarding account linking.Question 1:From what I can see, one can only manage account linking for a user with an entire org, not against an app. Is there possible to do this with just one of my apps, not the entire Org?Question 2:I have now implemented account linking as it says in the docs. I have a problem: The user IDs from step 3 and step 5 are identical. I would expect step 3 to give me the OrgScopedID (as one only has specified the org id in the URI), as it now does. However, I would expect step 5 to give me the user’s scoped ID for the app one has specified in the access_token from step 4. It dosent give me this, but rather the same ID as I got from step 3. How can I get an app scoped user ID after initiating account linking?
Hi, I would like to change the shader trasparency of horizon avatars, but the horizon shader does not expose any variable to apply that.Did anyone succed in doing it?Thanks in advance for any help
Hey,While using:java -Dfile.encoding=UTF-8 -Xmx4500M -jar languagetool-wikipedia.jar check-data -l pt-PT -r MORRER_PERECER_FALECER -f pt-BR.txt --max-sentences 900000 --context-size 100 >0.txtIt doesn’t get hits like:Is there anything I can change in the command to get them?PS→ Regarding the UTF 8 issue I posted the other day, it may be a Windows 11 bug, so I will wait for an update for Windows and try again.Thanks!
Hello all,I've recently found that some C++ synchronization primitive operations (specifically std::condition_variable::notify_one() and std::counting_semaphore<>::release()) are very slow on Meta Quest. These functions are taking several milliseconds in some cases, whereas I would expect them to only take microseconds. Other operations (e.g. mutex locking) are fine, and have no performance issues. But these two specific examples (cond vars and semaphores) are very slow. NB: The specific operations I've mentioned are ones that are not expected to block. Obviously waiting on a cond var may be slow, or acquiring a semaphore may be slow. But notifying a cond var or releasing a semaphore should be very fast. Has anyone else experienced this? Does anyone know why this might be happening?Thanks!
Hey Everyone!I am currently developing an App where I want to Snap Bricks together like Lego. I am using Unity 2022.3.12f1 with the latest Meta SDK (v.65) After Snapping my bricks are organised in a Parent Child relation. I am deactivating the Grab objects of all Children. This obviously leads to the children not being grabbable any longer. Now if I build a parent-child relation in the editor and make the Parent Grabbable the child gets treated like a part of the parent. I can grab it and the whole construct gets grabbed and I can move it.This does not work with my running code. My Expectation is that the GrabInteractors of the Parent also use the Colliders of the Children after I deactivate the Grabbable scripts of the children but this is not the case.
I have created a 2nd camera in my scene so that I could stream the view out to a server but my avatar is rendered without a head. Is there any way to force the Oculus Avatar2 to also create the head? I've been searching for options in the Oculus code but haven't found anything obvious. Thank you for any suggestions.
I compiled the engine from https://github.com/Oculus-VR/UnrealEngine/tree/4.27This old article explains how to enable a stripped-down version of post-processing:https://developer.oculus.com/blog/graphics-showcase-using-vulkan-subpasses-in-ue4-for-performant-tone-mapping-on-quest/But, first, when i set r.Mobile.TonemapSubpass=1 how told in article, editor viewport set to blue and nothing see.Second, if i set r.Mobile.TonemapSubpass=1 from blueprint, then on device Quest 3, mobile tonemapping turn on in Vulkan, but right eye not work. If i switch to OpenGL ES3.1 tonemapping not work, but right eye work. Very strange, do Quest developers test their solutions on new devices? Maybe I configured something incorrectly, where i can see an example project with a working tonemapping on UE 4.27.2? In download section nothing.
I'm getting this error while uploading my Rift project, can't find the solution 😕
I want to get legal documents uae golden visa and passport migration for privacy reasons and some dissibility reason I can't complete my project and I want a payment option also can you help me with my small issue
How to get Oculus Quest 2 Controller Battery in Unity? I am connecting Quest 2 using Oculus Link. Since it is catchable in official Oculus Software (Image Above), I think it is possible? But I can't access the battery either with SystemInfo.Battery() or SteamVR ETrackedDeviceProperty.Prop_DeviceBatteryPercentage_Float or Unity XR battery level.
Hand tracking works fine in the home app, but in Quest Link only the controllers works. It was working fine yesterday.I've done a factory reset.
Do we have a timeline for when "Mobile ASW" be back? Atleast give us an option to enable it, and keep it disabled by default. is there a way to enable it from Oculus Debug tool CLI?
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