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Using Meta Quest Link App Version 63.0.0.216.361 (63.0.0.216.361) we are now seeing repeated warnings when loading an Unreal application (or even just the Unreal Editor). The Unreal application copies a version of dbghelp.dll across to the ThirdParty binaries folder, but this was always the case, and the warnings did not appear before the Oculus update. If the Oculus app is uninstalled, these warnings do not appear. Are any Oculus developers looking into this? Thanks.Possibly related to https://communityforums.atmeta.com/t5/OpenXR-Development/OpenXR-hand-body-tracking-extensions-not-working-over-AirLink-in/m-p/1155017#M725
Hello Community,I am embarking on a project that involves merging two distinct sample applications included in the Oculus Mobile SDK into a single, unified app. This process entails combining functionalities, workflows, and potentially overlapping codebases from both apps. I am reaching out for guidance on general strategies, common pitfalls, and any advice you might offer based on your experiences.If you have gone through a similar integration process or have insights into best practices for such a project, your input would be greatly appreciated. Additionally, if there are resources, documentation, or tools that you found particularly helpful, please share them.Thank you for your support and guidance. I look forward to learning from your experiences and recommendations.Warm regards,Reza
The Oculus Rift Software (now Meta Quest Link) has had the option to add a VR object since 2017, and the ability to address 4 within the SDK. But the software has only ever allowed for 1, with issues pairing and connecting any more since the day it was added, seemingly because all connected VR Objects get assigned to object 1 and just fight for that spot instead of getting along. Is there any chance, any at all, that this will be fixed? It would be extremely useful for the development of third party FBT software similar to the currently working Oculus_Touch_Steam_Link driver in use with an additional (non Meta) headset.
Hi, i want to activate developer Mode on my meta quest 3. To create an organization i have to verify my account. If i add my Creditcard, it says "verification successful " for a second and then it asks me to verify again and my cc Details are gone. The other 2 options to verify are a Phone number, or 2 step verification, which i enabled both - still not working. Im trying for a few days already, anybody got a solution? Thanks
In testing sessions for one of our games, we are finding that the virtual height of participants are occasionally changing - making the player appear very tall.Has anyone else found this? It seems to only affect headsets which have updated to 63.0, which may mean it has something to do with the new laying down feature. Thanks
Hi all, I would like to use Eye Tracked Forveated Rendering on my game during PCVR AirLink session. Does anybody succeed using it on Unreal 5.1? In project setting, "Support Eye Tracked Foveated Rendering" is greyed out, while "Foveated Rendering Method" is fixed with "Fixed Forveated Rendering" I tried turning on "Experimental features" with both of "adb shell setprop debug.oculus.experimentalEnabled 1" but no lock.
Hi,We are trying to clear up some warnings we are getting during packaging. We are using Unreal_MetaFork4_27_v57.One of the warning we get is the following: "PackagingResults: Warning: Unable to retrieve OculusHMD, cannot add event polling delegates."We've investigated the issue and it appears the OculusAnchorsModule is running within a commandlet, i.e. IsRunningCommandlet() returns true.The engine doesn't create the XRSystem when running in a commandlet, which is why the warning is occurring.Are we safe to ignore/disable the module, or is there something else which might be wrong?Thanks,Phil.
Even though i have verified my profile, i am unable to enable the developer mode on the Oculus application. adeveloper DeveloperZ
Hi,Unity 22.3.15f1Quest 3 up to dateMeta XR sdk 63.0I put The OVR CameraRig building block in a scene, and it works fine. but as my app is meant to be stationary (based on 360 videos), I selected "eye level" as a tracking origin type, and unchecked the "Use Position Tracking" checkbox. Although the controllers are displayed correctly in Unity, they appear completely distorted in the HMD.I even tried to put the Tracked Pose Driver script set to "Rotation Only" on theCenterEyeAnchor, but it doesn't change anything.Browsing the forums, this isn't a new problem. Did anyone found a solution ?
Hello. Is there a way to highlight that a VR app has the Passthrough feature/Mixed Reality capabilities on the Product Detail Page in Store?
Can't get acceleration information for Quest 2 HMD ?OVRDisplay.acceleration always returns (0, 0, 0). But, OVRDisplay.velecity returns correct values. IMU for Quest 2 HMD should be measuring acceleration.Velocity is obtained by integrating it ...Give me the code to get the acceleration information for Quest 2 HMD.I’m using Unity 2022.3.13f1 , Oculus Integration 57.0.1._____________________________________________________________OVRDisplay ovrDisplay;Vector3 acc = ovrDisplay.acceleration; // return (0,0,0)Vector3 velocity = ovrDisplay.velocity; // return correct values_____________________________________________________________
I have developed a metaverse controller that simultaneously controls spatial computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms.Please email me at woogle554@naver.com, and I will send you the introduction video of the metaverse controller and two related patents. Woo Yeol Jung
I have developed a metaverse controller that simultaneously controls spatial computing devices like Quest and is compatible with controllers of all platforms, available in two types: portable and board. It features an innovative input method where touch confirms finger position and press executes functions, adapting virtual interfaces according to program requirements. With accuracy, versatility, and scalability, along with ergonomic design minimizing body movement, it will be the cornerstone of metaverse expansion, offering developers high productivity in virtual environments and users diverse content across platforms.Please email me at woogle554@naver.com, and I will send you the introduction video of the metaverse controller and two related patents.Woo Yeol Jung
Hello everyone, I've encountered an issue with my project when I'm trying to make my unity game support mixed reality capture.I was able to successfully select my webcam on my desktop and connect on my quest2, but I'm stuck on the . I am able to successfully connect my quest2 on obs when I am launch the beat saber, except for my game.After comparing my game and other games that support mrc, I find the error in my game log (from adb):08-31 09:57:16.028 15850 15879 I OVRPlugin: OVRPlugin 1.86.1 ... preinitialized 08-31 09:57:16.154 15850 15879 I OVRPlugin: OpenXR SDK version 1.0.27 08-31 09:57:16.154 15850 15879 I OVRPlugin: AppNativeLibraryDir: /data/app/~~Ilxo98GhRdsMhYzcPvYa8w==/com.FB.UnityMetaMRC-hjTiR0Cm6u5aiqOYuffJzQ==/lib/arm64 08-31 09:57:16.154 15850 15879 I OVRMrcLib: Try loading /data/app/~~Ilxo98GhRdsMhYzcPvYa8w==/com.FB.UnityMetaMRC-hjTiR0Cm6u5aiqOYuffJzQ==/lib/arm64/libOVRMrcLib.oculus.so 08-31 09:57:16.154 15850 15879 I OVRMrcLib: Try loading /data/app/~~Ilxo98G
As I read Here,Meta is removing the whiteboard for the next update. The whiteboard is literally the only feature I use HW for. If removed, it will lead to the loss of tons of users into other platforms like Immersed. Including me.
Hello there,I've been making a small VR scene in Unity. Everything is fine when im playing in the editor but when I make a build and load it through the Meta Quest Developer Hub it looks like the pic below! I've tried disabling the lightmaps and make everything realtime cause I thought that could have been the issue but it didn't fix anything. I can't even really google it because im not sure what is happening and every search I already tried didn't really help. I want to say that some months ago, like in, september, i was able to build the scene just fine. I added some extra models and an extra interactable, but nothing else that could suggest breaking the build like that. Also im using the v56 of the occulus integration package because that's the package i had when i started the project and i didnt want to break anything by upgrading (lmao). Any ideas?Also an extra problem, even though the game is only using hand tracking the Oculus is forcing me to use controllers and wont even let
As of a recent Link update, it now shares the exact same icon (and first two words) with MQDH. As one of your developers, this is terrible. This is how it now looks on the taskbar.It's a very tiny thing, but it's also the tiniest thing for you to NOT do that. It just adds a constant annoyance for your devs that should have been totally avoidable. I get that this is probably tied up with Branding and people who do not live in the same reality as developers, but just do SOMETHING to differentiate them.I'll also note that when you bring up Link, you still get the blue meta logo, so use the blue one for the taskbar, maybe?
Hi,Each time I want to install an apk on MQDH which connected to my Quest 3, it took forever, but if I shut down the MQDH and relaunch it, it was installed before and can launch on quest, I don't know why this happens.thanks
How can I replace the ghost hands with custom hands without removing the hand grab interactable with the game objects?
Hello, im making an app on Unity and i want to run it as pcvr not directly on the headset, how do i do that?
I posted the screen record of it in Reddit because I can't post the screen record/video of it here Can anyone help me?
Hola!I successfully created Spacial Anchors and recall them in my virtual/real space following this tutorial:https://developer.oculus.com/documentation/unreal/unreal-lsa-tutorial/But now I would like to know how can I erase all of them them inside the blueprint, and also how could I store each one with different names (sequentially as I press "create Anchor"), so I could recall them later individually. I don't find any info about it online...Thanks a lot in advance!
I want to use Oculus/Quest Link directly for development and keep my headset on for some time. Since it always disconnects for different reasons I have to restart Quest Link quite often. Is there any way to start the DesktopView of my PC directly on starting Quest Link? It's very annoying to always activate it manually.Also, why is there no handtracking in Quest Link? You changed the name, activate the features!
Hey all,I have been trying to update a project that worked in Unity 2019.3 to Unity 2022.3.16. It worked fine initially, but when trying to build, I got errors from the old Oculus VR SDK. So, I realized I needed to upgrade to the new Meta SDK, and just went for all-in-one to find out what I need first. The project must use OpenXR for input.I imported, removed all the errors, and launched, only to find that UnityEngine.XR is no longer recognizing my controller devices. I have the OpenXR Plugin and the Oculus XR Plugin installed. OpenXR is selected in the list of plugin providers in XR Plugin Management (Selecting Oculus instead does not change anything), and Meta Quest features support is also enabled (though disabling it does not change anything). OVRInput does recognize my inputs.I confirmed that it is not recognizing controllers by writing a test script that will just log when a device connects.Can anyone offer any guidance here? I'm very con
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