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Hi all, How can I get the number of wishlists for my game on Applab? doing some marketing actions and would love to see if it is working out. Couldn't find in the dashboard neither F.A.Q or forum. Thanks
I'm doing a multiplayer project using Unity Netcode. I'm using the LocomotionControllerInteractorGroup prefab to handle the teleportation, and there is a script from the SDK called PlayerLocomotor that changes the player position. Based on the Netcode tutorial, I should handle movement through NetworkBehavior rather than MonoBehavior, so I duplicated the script and changed it to a NetworkBehavior script, but the modified one is not functioning at all. I attached the modified script below. Could someone give me some hits about how to integrate the locomotion prefab into the NetworkBehavior, please? using System; using System.Collections; using System.Collections.Generic; using Oculus.Interaction; using Oculus.Interaction.Locomotion; using Unity.Netcode; using UnityEngine; public class RPCPlayer : NetworkBehaviour, ILocomotionEventHandler { // Start is called before the first frame update [SerializeField]
Using the latest public test channel (v63) on a Meta Quest Pro and the Meta Quest Link PC app, I'm no longer able to use the hand tracking (XR_EXT_hand_tracking) and body tracking (XR_FB_body_tracking) extensions over AirLink. They have worked fine in previous versions but the extensions are no longer supported by the runtime. I have all the developer mode settings enabled and ensured hand/body tracking is enabled on the Quest Pro. Face and eye tracking still work properly though. Is there some other setting I need to turn on somewhere to enable these features or is there an issue with the latest version?
Hello everyone, I'm developing a VR game for the Quest 3 with Hand Tracking. Currently, I'm learning the Meta XR Interaction SDK along with its associated examples. I've encountered two issues, and perhaps you can help me with them: Currently, I'm using the option to open a menu by touching the left thumb and index finger. This is the menu that I can activate by looking at my left palm. I haven't figured out where I can, for example, change the hamburger menu icon. I want to completely deactivate the function on the right hand that allows me to minimize the current application with the index finger and thumb (where I can then resume or exit it). This also applies to the option to double tap against the HMD so that users no longer have the ability to end the application without controllers. How can I get the left handed hamburger menu also for the right handed palm menü? Does anyone have any tips for me?
When trying to do a build I get the following errors:"Picked up JAVA_TOOL_OPTIONS: -Dfile.encoding=UTF-8Error: Could not find or load main class Application.3D.Unity.2022.3.22f1Caused by: java.lang.ClassNotFoundException: Application.3D.Unity.2022.3.22f1UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) (at /Users/bokken/build/output/unity/unity/Modules/IMGUI/GUIUtility.cs:203)CommandInvokationFailure: Failed to update Android SDK package list./Applications/Engineering Application/3D/Unity/2022.3.22f1 LTS/PlaybackEngines/AndroidPlayer/SDK/cmdline-tools/6.0/bin/sdkmanager --listEnvironment Variables:DEBUG_ENV_VAR = UnityHubXPC_FLAGS = 0x0DISPLAY = /private/tmp/com.apple.launchd.yPfA0l2OyA/org.macosforge.xquartz:0__CFBundleIdentifier = com.unity3d.unityhubAMPLITUDE_API_KEY_GREENBUCKET_DEV = 3ded2a762163603391a425f688f990c8AMPLITUDE_TOKEN_REDBUCKET_DEV = U4PSN7S7PuYVRODivvdcFwbu8R6IHGqaSECURITYSESSIONID = 186b1AMPLITUDE_API_KEY_GREENBUCKET_PROD = c86fea37a9e1d3f0878b96e15b111c7cJA
This is my first time encountering this issue. How can I fix this? When I'm clicking the lever gameobject, its transform component isn't positon to the gameobject itself. Help me please
Hello everyone, We're still struggling to get a "window/portal into a virtual world through passthrough" effect working on the Quest 3 with the latest Meta Plugin and Unreal Engine 5.3. There does not seem to be a working "inverse" Punch-a-hole material that punches a hole through an overlay passthrough layer, which would be basically ideal.Alternatively, I tried to use an underlay passthrough layer and get a regular portal effect via custom depth & stencils, but that just does absolutely weird things when deploying on the Quest itself, I assume because post processing / mobile deferred rendering is really not well supported.Does anyone have any other pointers into what could work? I kind of just want my real window/door look out into a virtual word. We'd be really thankful for any help!
I've created a new project and added all required Meta depndences. And create simple canvas with text and image. And it works correctly in Meta XR Simulator. After that i added OVR Overlay Canvas component and selected OVROverlayUI layer. And instead canvase i see black square. What additional need do to OVR Overlay Canvas render correctly. Also i checked Unity Starter Sample with OVR Overlay Canvase and it works good in Meta XR Simulator. And i compare settings and settings looks the same with my project.
PS D:\OpenXR-SDK-Source-main\build\win64> cmake -G "Visual Studio 17 2022" -A x64 ..\..-- Selecting Windows SDK version 10.0.19041.0 to target Windows 10.0.22631.-- Enabling OpenGL support-- Could NOT find Vulkan (missing: Vulkan_LIBRARY Vulkan_INCLUDE_DIR)-- Could NOT find JsonCpp (missing: JsonCpp_INCLUDE_DIR JsonCpp_LIBRARY)D:/ovr_openxr_mobile_sdk_62.0/OpenXR/Libs/Android//-- Enabling OpenGL support in hello_xr, loader_test, and conformance, if configured-- Could NOT find glslc, using precompiled .spv files-- OpenXR 1.0.34-- Configuring doneCMake Error at src/tests/c_compile_test/CMakeLists.txt:30 (add_executable):Target "openxr_c_compile_test" links to target "OpenXR::openxr_loader" butthe target was not found. Perhaps a find_package() call is missing for anIMPORTED target, or an ALIAS target is missing?i tried to log ANDROID_ABI but no value How can I fix it?
Hello, I am using meta avatar 2 and photon2 to join 3 players inside a room. My 3rd player is specific type and i do not want other players see him (3rd player), but he can see others. How to hide visual appearance of 3rd player inside the room . But he is actually inside the room ?
I have strange issue for System soft keyboard. I enabled in Rig Required System Keyboard (Virtual keyboard Support disabled). I have in canvas TMP_Input Field. When i click on it System keyboard sometimes shown and sometimes not. I debug it and i see that when i click on Select event fired and immediately fired onDeselect event. But sometimes it work properly. Do anyone see such issues? And how to fix it?
When I open my Unity project and set Meta XR Simulator to Active, and enter play mode, the Simulator works. But once I end play mode, the Simulator will never launch again until I quit and restart the project. I'm using Unity 2022.3.21f1 and Meta XR All-in-one SDK 62.0.0.I have a similar project using Unity 2022.3.17f1 and Meta XR All-in-one SDK 60.0.0 And it does not have this issue. Is there a bug in 62.0.0? Something I'm doing wrong? Tips?
Using an unreal engine built from source and using the MetaXR v1.91, enabling both Oculus Subsystem Oculus and MetaXR Platform plugins at the same time in any project breaks compilation, causing link issues on the OVRPlatform library.Are there any known solution for this?example logs from a blank template project: UATHelper: Packaging (Android (ASTC)): ld.lld: error: undefined symbol: ovr_ApplicationInviteArray_GetSizeUATHelper: Packaging (Android (ASTC)): >>> referenced by OVRPlatformCppPageRequests.cpp:152 (./../Plugins/MetaXRPlatform/Source/OVRPlatform/Private/OVRPlatformCppPageRequests.cpp:152)UATHelper: Packaging (Android (ASTC)): >>> OVRPlatform/Module.OVRPlatform.3.cpp.o:(OvrPlatform_ApplicationInvitePages_GetPageEntries(FOvrApplicationInvitePages const&, TArray<FOvrApplicationInvite, TSizedDefaultAllocator<32> >&))UATHelper: Packaging (Android (ASTC)): >>> referenced by OVR
We're running into an issue with our apps, trying to use the Deeplinking system in Unreal 4.27, our app is targeting SDK 32, minimum 29.Once we call the LaunchOtherApp function, we see the app flashing, either to black if the deeplink target app is installed, or we catch a quick glimpse of the Store page opening up in the browser, but then the initial application gains focus back and the user is never deeplinked anywhere.We've played around and can confirm that the issue is caused from our app having the SharedUserID flag set in the manifest (we are forced to have it to upload to the store)Using the exact same project and code, if we remove the SharedUserID flag from the manifest, deeplinking starts working again, as expected.Anyone else with this behavior, any known fix to this?
The most recent version of the Oculus Audio Previewer 32.0.0 for DAW (Mac) plug-in is not a valid 64 bit AAX plug-in.https://developer.oculus.com/downloads/package/oculus-spatializer-daw-mac/ Could you please update it? Thank you
Hey everyone,We've got a handful of applications that were developed in the Oculus Go era and has been ported over through the years. Back then, we had enabled the SharedUserID flag (https://developer.android.com/guide/topics/manifest/manifest-element), which has since been deprecated.We are now trying to update those applications but the store won't let us remove the flag.Is there any known way to break the chain and remove the SharedUserID manifest flag for the future of our apps, other than creating a whole new Application listing?
Hello,I'm trying to port over my PC VR audio application (a drumming app) to the Quest, and from my initial tests I've noticed there to be a noticeable delay between when my audio events are triggered and when they're played. I recently saw this out of date link about using OpenSL audio drivers on Android devices to lower audio latency on the Gear VR (https://developer.oculus.com/documentation/audiosdk/0.10/concepts/osp-unity-mobile-latency/), and I was wondering if the Quest has support for these drivers as well, or if there's a plan to add support for any low latency audio drivers in the future. Or if not, any pointers or best practices with respect to lowering the audio latency would also be of great help. For greater context, I use Unreal Engine and FMOD to ensure minimal latency in my app on PC. Any help would be appreciated, thank you!
We have time left before a data policy use checkup needed to be updated. We filled out the change and submitted it, well it instantly FAILED is and the submission due date now says DECEMBER 1970!.Our users CANNOT properly login right now because of this. Is there any way to get emergency help from Oculus? Obviously they had a glitch in their system since the revoke action date suddenly changed to 1970! This is incredibly frustrating. is there anything that can be done??
Hi,For an app that I created, I was wondering what is the maximum sampling rate that I can achieve from the IMU sensors (accelerometer and gyroscope). I am currently using a native app that Meta has published hello_xr running it on Android Studio and logging the data in logcat. However, this has given me a 70Hz sampling rate. What is the highest possible sampling in Quest 2 or 3? How can I achieve this with my app?
I want to get the device type of my Meta Quest In Unreal Engine, I found the doc to use "Get Device Type" node. But I got the "Oculus Quest 2" Output in Quest3 and Quest pro. So How Can I get the correct device Type.MetaXR Plugin 57.0
If a SpatialAnchor exists locally, but I don't have its UUID information on the app, is there a way to delete a SpatialAnchor whose UUID is unknown?If there is a way to simply get a list of UUIDs of SpatialAnchors in the local, I would like to know that.
I was reading this tutorial https://developer.oculus.com/documentation/native/xrsim-native/It seems like the setup progress has changed quite a bit from when the documentation is written. I try to find more resources on it but on youtube it really only have tutorials for the unity setup. I managed to install the Meta XR Simulator, but can't find resources on how to launch it or any resources that I can read up on will be appreciated
We have an app that works fine on quest 2.On quest 3 we have sync issues.The featuer is recording audio along with existing audio (and it syncs it that playback plays back same as recording) what could be different about quest 3 in this regard? Thank for any clue , cheers
I build a apk from unreal engine 5.1 for oculus quest 2 which has android 12 but after adding that into Meta Quest Developer Hub to arun and test it is not showing the option to launch the app and when I am trying to open it through library, nothing is happening.Please help me out it is my first project so I dont have much experince of Oculus and Project settings for it in the UE5.1
Hi there,We have an existing game that makes a leaderboard_entries request. Previously we did not seem to need the Deep Linking feature to make these leaderboard requests, since we are simply displaying the leaderboard in-game. Now it seems that the OculusIntegration_v53.1 Unity 2022.3 Oculus SDK/integration requires the Deep Linking feature to make a leaderboard_entries request. Is there any way to make a leaderboard_entries request without accessing the Deep Linking platform feature?The error message that I now get is:Request 'leaderboard_entries' (id: 278) has an error! the response may have missing or incorrect data! error message:...This call accesses the Deep Linking platform feature, which requires certifying through the Oculus Data Use Checkup program.
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