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laptop get stuck by just loading half the screen and It also not open's in my oculus 3 headset!
Are there any examples how to make dynamic spotlight shadows to work with movable objects with:Forward shading, instance stereo and multiview enabled. For now once i enable support dynamic spotlight shadows it doest do anthing and also 1 lens dont work at all and its grey. Directional movable light works as expected. Spoltight dynamic doest not. Any suggestion help?
Hello Everyone!I've been trying for a few days to figure out how to set up MQ3 for UE 5.3 development.Can anyone give me an update on how this is done?Thank you Community!
I built the 5.3 fork engine and things went fine (apparently). I opened the Unreal Project Browser via exe in the binaries/win64/ and then tried to open my ue4.27 oculus fork project with making a copy. The opening failed after copying it and suggested that I open it in visual studio. I then tried to build the game via VS but get quickly hit with an error :Error MSB3073 The command "C:\...\UnrealEngine5\Engine\Build\BatchFiles\Build.bat -Target="UnrealEditor Win64 Development" -Target="ShaderCompileWorker Win64 Development -Quiet" -WaitMutex -FromMsBuild" exited with code 6. UE5 C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets 44 I'm stumped and imagine there are many things that could have gone wrong here. Can anyone help here? Perhaps I need to rebuild some sort of migration tool? I have no idea and am grasping at straws with google now. Any help would be much appreciated.Thanks!
Is particle-to-particle collision possible? I cannot figure out how to do it. Can someone help me with a full detailed explanation on how can I do it? Thank you
Hi all, I'm making a standalone app using hand tracking in UE5.3.2 + MetaXR v.62 plugin, I did get the hand tracking data in app and the tracking looks great-- but it's always using the defualt grey grid material no matter what. Below is the setting I have in my pawn:I also tried to use a button press to change the material in game, I could see the print string so I know it's firing, but the hand meshes stays the same. I didn't have the same issue in previous version(in UE5.2 with earlier MetaXR plugin)
I want to show panel in front of user face. But when i try get OVRManager.profile.eyeHeight i've get about 1.65. How i understand it's some default value for standing position
I'm using the Meta All-in-one SDK (v62), and there's a minor bug that is impacting the user experience. Whenever a keyboard is loaded, it creates a passthrough "Quad" with it. The problem arises when it creates a new "Quad" without destroying the existing one, leading to the scene accumulating numerous black passthrough Quads. You can easily reproduce it by toggling "KeyboardQueryFlags" between Local and Remote repeatedly.Its in OVRTrackedKeyboard.cs Script, function :LoadKeyboardMesh()variable : passthroughQuad_
Hi, I am building a Quest VR game with Unreal Engine 4.27 from Meta github Fork. There's random crash from time to time. It seems GPU Management Unit has crashed. Here's a log of what happened. I can't find documentation on what this opcode means.Here's another time, this time with a different code:Any help will be appreciated!
Hi! I am working on developing an app that rotates or translates the field of view during passthrough at different rates. I was wondering if there was a way to have the cameras on the Meta Quest 2, 3, or Pro track a virtual object that moves back and forth? I want the cameras to move back and forth independent from the user's head motion. I can clip some peripheral vision to make this possible as well. Does anybody have a recommendation on how to do this or think it is even possible with the current plugins? Thanks!
I have an Arc A770 and the most recent Oculus software update has code that actively prevents connecting via link cable and air link because the GPU is "not supported" (it did before the update). My day job is a VR developer, my headset no longer connects to the PC, and I have several VR projects that are on indefinite hold because of this. This is a massive issue for me and anyone else (gamer or developer) who has an Arc GPU so I don't know why this was considered a good idea.
After scrolling through the avatar store, I cannot find any lab coat to wear. Is there any chance that I can create an outfit for my avatar? I need help. ASAP. This is for my Thesis. Thank you
Hi, guy's.Perhaps someone has encountered this problem:I'm trying to create a download link programmatically but have no success. How can this be fixed? const json = JSON.stringify(someJson); const blob = new Blob([json], {type: 'application/json'}); const url = URL.createObjectURL(blob); const a = linkElement; // HTMLAnchorElement a.href = url; a.text = url.toString(); a.download = 'some-file-name'; When i click on link nothing happened.Without "download" property this link open like a document.Thank you for help
Hey all, I have been trying for the last few days to get a navmesh to generate on the Scene Model from a Quest 3 and I cannot for the life of me figure it out. I've taken a look at the Phanto sample, but most of it is going right over my head. If anyone has any ideas where to start, please let me know!
Can anybody confirm what frequency Quest 3's passthrough runs at?If it's only, say, 60Hz is there any point running my passthrough Mixed Reality app at 120Hz? Or am I just wasting battery?
We have a product using threejs and aframe. One of the features lets you redirect to a non xr site. For this we call `xrSession.end()` to end the xr and redirect to the new page. This did work up until recently. Now whenever `xrSession.end()` is called the user finds themself with a minimized browser.I belive this is due to the recent update of the Oculus Browser. Is there something I need to think about before calling `xrSession.end()` or might this be a new bug introduced by accident?
Hi there, was wondering if you could help me as I can't seem to verify and tried all methods! I've read inviting works? Plus creating organisations is greyed out. antmusic83
We are trying to test subscriptions. The documentation is not very clear. It has a lot of information but is not well organized. I have read most of the links and try to follow most of them. I am a developer for my app but not the admin. I cannot look at credit card information. I assumed that when I set up testers they would have dummy credit cards to test IAP and subscription stuff. I created a draft subscription. I created a test user for the subscription. Then went to add that test user to the subscription. It all loaded fine and it seemed like it was going to work. But the moment I try to finilize everything an error occurs with trying to add the test user to the subscription. I get this error. Do I need to have the admins create all this? Because they have access to the credit card information? I did report the bug. Has anyone gone through the subscription process? Can anyone shed some light on the in game set up? I am currently working on the s2s code and entitlement checks
On the documentation for subscriptions here, there is a link when talking about Entitlement checks. It says:Don’t show customers a subscription plan as IAP if they already purchased it from the PDP. Your app should do an entitlement check to determine if the user is already a subscriber before offering specific plans for sale in the app. For more information on user entitlement checking, see Verify the User.That link on verify user is not working. Does anyone have the information on that page? Or the correct link? This piece of information is huge for checking the subscription at the start of the game.
After the update I get this error when opening Unreal Engine (4.27), the error goes away when I go back to the previous version
Hello, I'm testing out a game concept that uses the Paralution C++ library for efficient matrix calculations on the GPU. I currently have the library exported as a shared library (only a .dll for Windows at the moment) that exposes some extern methods to C#. And I'm using that API within the Unity game engine to do the actual gameplay programming. Everything works fine when I'm running the game via Link/Editor, but I can't run on the Oculus Quest 2 at the moment which I want to actually launch the game on if the prototype pans out. The reason for that is that I need to compile the library into an ARM x64 Android plugin (that's an .so file) via Android Studio. The nuance here, to my current understanding, is that Oculus Quest 2 has the Qualcomm Adreno 600 GPU which only supports OpenCL 2.0 as far as I know. The good thing is that Paralution supports OpenCL-compliant chips, but I need the actual proprietary libOpenCL.so to compile in Android Studio, because it is a depende
I am trying to create a socket for my weapon system, where you can grab the weapon within the collider. I am using interactor.ForceSelect() method to attach the weapon grabbable to the hand or controller but the issue is that the interactor is not ungrabbing the grabbable. The interactorAdded event is working fine but interactorRemoved events are null. Is the any way to detect the weapon release?How to make this weapon socket work properly with the sdk?
I recently updated my Unity project using the Oculus Integration package to the All-in-One XR SDK for Oculus. However, I've encountered a challenge regarding interacting with canvas buttons within my VR environment.Previously, I utilized the UIHelper component from the Oculus Integration package to easily interact with canvas buttons using the Oculus Touch controllers. However, it seems that the UIHelper component is not available in the All-in-One XR SDK.I'm now seeking guidance on how to achieve similar functionality with the All-in-One XR SDK. Specifically, I need to know how to enable users to interact with canvas buttons using their Oculus Touch controllers in a VR environment.If anyone has experience or suggestions on how to accomplish this transition or any alternative methods to achieve similar functionality within the All-in-One XR SDK, I would greatly appreciate your insights. Whether it involves scripting, new components, or different approaches altogether, any assistance wo
Specifically, I'm using the all-in-one XR SDK for Oculus, and I'm looking for advice or resources on how to implement hand representations while a user is interacting with the controller.
We're trying to pass an object when it snaps to a snap interactable. Currently, in the Snap Interactor of the object, in the optional field "Data", we've put the object itself. How do we go and read the data when it arrives in the Snap Interactable? We've tried to follow this tutorial but it's for HandGrabInteractable and HandGrab is Pointable whereas Snap Interactable isn't, hence when trying to create the ReadData functions and use it in the "Interactable Unity Wrapper Event", it cannot appear.Link to the tutorial : https://developer.oculus.com/documentation/unity/unity-isdk-use-data/
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