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Hi, When I was trying to package my project for unreal engine 5.3, it says that the oculus subsystem plugin is depreciated. -PackagingResults: Warning: 'OCULUS_SUBSYSTEM' is deprecated: OnlineSubsystemOculus has been deprecated and will be removed Please update your code to the new API before upgrading to the next release, otherwise your project will no longer compile. [-Wdeprecated-declarations]What plugin should I use to replace this? I'm confused, please help
Hi a few questions regarding the boundary system.We are a startup company that wants to create Mixed Reality applications for the Quest 3. These applications are typically used in large open spaces like museums/castles. To make these applications work the boundary system has to be disabled (as the player can see with the camera feed and depth api).Is there anything we can do to disable the boundary for end-users? We managed to use the `CONTEXTUAL_BOUNDARYLESS_APP` feature but even that seems to have it's limits as we are sometimes hit with a "You have travelled too far from your original position" message.Could someone who has fixed this issue, or a mod clarify on how to achieve this and what the required steps are?I have attached a prototype video of our Mixed Reality game as reference to what happens at the end.https://www.youtube.com/watch?v=kMjll3YmltcAlso is there a way to disable boundary setup just to start an app?Best regards,
Hello,I have been trying to understand what path to choose between OpenXR vs MetaXR.There is no clear answer on Unreal forums or here, I hope someone at Meta can help us out.We have built a few projects using unreal 4.27 and 5.2 through OpenXR. Its great with controllers but It seems that using MetaXR would be the way to go for hand v2 interactions.Am i wrong ? What about the XR API in Meta XR? which to choose and why?Is there strength and weaknesses on both sides?What is the choice of predilection if we start a new project that would uses hands interactions?thanks!
I'm getting this error spamming my Unity. After a restart it goes away for a while but always returns, making debugging impossible.It is present for Platform SDK 60.0 61.0 and 62.0trace:FileNotFoundException: Could not load file or assembly 'UnityEngine.CoreModule, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' or one of its dependencies.OVRConfigurationTask.UpdateAndGetStateChanged (UnityEditor.BuildTargetGroup buildTargetGroup) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Editor/OVRProjectSetup/Tasks/OVRConfigurationTask.cs:189)OVRConfigurationTaskUpdater.ProcessTask (OVRConfigurationTask task) (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Editor/OVRProjectSetup/Tasks/Processors/OVRConfigurationTaskUpdater.cs:59)OVRConfigurationTaskProcessor.Update () (at ./Library/PackageCache/com.meta.xr.sdk.core@62.0.0/Editor/OVRProjectSetup/Tasks/Processors/OVRConfigurationTaskProcessor.cs:107)OVRConfigurationTaskProcessorQueue.Update () (at ./Library/PackageCache
I am currently working on a retro, ps1/SNES style VR looter shooter (R/EclipseOfCivilization if interested.) and am curious if I should sketch from godot to UE5. I am very early in development, barely made any gameplay, aside from modeling and grabable guns in godot.
Some headsets work, others dont.I landed on a alignment solution that seems to work well on 4 different headsets. This is surprisingly more simple than what the meta sample code does (that i never got working). But we have 1 singular headset that consistently seems align to the shared anchor about 180 degrees wrongly rotated around the anchor. Why is this, is it not supposed to be the same? _cameraRigTransform.position = _cameraRigTransform.position - anchor.transform.position; _cameraRigTransform.rotation = anchor.transform.rotation; Semi-related to my other post about how to do it in general:How to propperly Align Players/OVRCameraRigs to Sh... - Meta Community Forums - 1170624 (atmeta.com)
We are trying to optimize our game using Dynamic Resolution. We followed this document:Dynamic Resolution: Unity | Oculus DevelopersWhen we were trying to fix the last known issues in the document (Additional RP when scaling != 1), we found that all the OVROverlayCanvas were broken showing larger images and texts as if they were zoomed in. Had anybody met the same problems with us? Are there any solutions for it?Unity Version: 2021.3.32f1Core SDK Version: 62.0.0
Hello, Meta forums! My team is dealing with an issue regarding building to webGL with a Unity project that includes the Oculus Meta All-In-One package. Specifically, whenever we try to build to WebGL, we receive this error: Plugin 'InteractionSdk.dll' is used from several locations: Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win64/InteractionSdk.dll would be copied to <PluginPath>/InteractionSdk.dll Packages/com.meta.xr.sdk.interaction/Runtime/Plugins/Win32/InteractionSdk.dll would be copied to <PluginPath>/InteractionSdk.dll Please fix plugin settings and try again. UnityEditor.Modules.DefaultPluginImporterExtension:CheckFileCollisions (string,string[]) UnityEditorInternal.PluginsHelper:CheckFileCollisions (UnityEditor.BuildTarget,string[]) UnityEngine.GUIUtility:ProcessEvent (int,intptr,bool&) Plugins colliding with each other. We're not sure why this duplication is happening. We found that removing the dll file from the Win32 folder prev
Hi,I am developing an app with shared spatial anchors.When I call the OVRSpatialAnchor.ShareAsync method the resulting OperationResult is -1003.I could not find what this error code means. I would be grateful if someone can enlighten me.
Hey folks,Currently working on some MR stuff, I am playing a build of my latest content but noticing that after defining my room (Walls, windows, door) when I want to instantiate an object in game if I put it within close distance or just on a MR wall it gets culled if it extrudes through the wall. In effect half of an object is no longer visible once it escapes past the scanned/defined room walls. Anyone else seen this or know how to fix it?Thanks
Can someone please explain why there are two version of LibOVRPlatform and why the headers in the runtime plugin includes OVR_UserAccountAgeCategory.h, but the one under Source\ThirdParty does not. The runtime plugin's Build.cs file is configured to use the one bundled with the plugin.\Engine\Plugins\Runtime\Oculus\OculusPlatform\Source\OVRPlatformSDK\LibOVRPlatform\Engine\Source\ThirdParty\Oculus\LibOVRPlatform\LibOVRPlatformI've tried upgrading the SDK in the Source\ThirdParty folder to one that includes OVR_UserAccountAgeCategory, but it results in compile errors in the Oculus plugins. I'm going to try creating a plugin that uses an embedded SDK like the runtime plugin so I don't need to use a source build of unreal, or referencing the runtime plugin with the target as the source build of unreal.
Hi All, I was wondering if anyone has come across any similar issues with trying to integrate a tracked keyboard within their scenes. I am trying to connect the Logitech MX Mini Keys keyboard and have it appear in my scene. I am using a Meta Quest Pro and Unity 2022.3.19f1. I have installed the Meta XR All in One SDK. I have followed the steps outlined here Integrate OVRTrackedKeyboard Prefab: Unity | Oculus Developers I have run into a few issues, and understand from Meta that passthrough hands are unavailable during debugging. My keyboard does not seem to appear but only sometimes as a black rectangle that cannot be moved and I keep getting the following warning symbols "local dimming feature is not supported""d3d11: Creating a default shader resource view with dxgi-fmt=98 for a texture that uses dxgi-fmt=99""[OVRPlugin] XR_PASSTHROUGH_LAYER_PURPOSE_TRACKED_KEYBOARD_HANDS_FB is not yet supported on windows (arvr\projects\integrations\OVRPlugin\Src\Util\
Hi,I managed to use both hand tracking and passthrough with new Unity2021.2.5, OculusXR plugin 1.11.0, XR Plugin Management 4.2.0. 🙂But the hands are smaller then my own hands. OVR Custom Skelteon script with update root scale seams to do nothing.Is there a way to have the hands the same size, like we have in quest home environment.
Hi,I am making a game for the quest with Unity and for a trial I have a microphone with a button that you have to press and say a specific phrase. For that I am using the Voice SDK but I have a problem, it works in the editor but not once I compile and install the apk, I have the microphone permission so that is not the issue.My GameObject that acts as a button is this:Microphone Button And the Microfono script is like this: private void OnTriggerEnter(Collider other) { if (other.tag == "dedo" && !triggerActivated) { triggerActivated = true; appVoice.Activate(GetRequestEvents()); } } // Set the events for the Voice private VoiceServiceRequestEvents GetRequestEvents() { VoiceServiceRequestEvents events = new VoiceServiceRequestEvents(); events.OnInit.AddListener(OnInit); events.OnComplete.AddListener(OnComplete); return events; } // What happens when the button is pressed public void OnInit(VoiceServiceRequest request)
Hello Friends, I have created a game in Unity for VR which is a completely 3D game. and Put one Button Which is to Install an Other APK file from the server. when the download is complete it will show an Android install app Panel and an app is completely install in my device also. but when i hit a open button it show like 2d panel and after 2-3 Seconds the app will be closed again i hit the open button at second time it will completely run so what is problem to open in first time please help me
Hi, Two tickets were opened here :https://communityforums.atmeta.com/t5/Get-Help/PTC-v63-The-wireless-debugging-prompt-does-not-appear-and-shows/m-p/1171644and herehttps://communityforums.atmeta.com/t5/Get-Help/PTC-v62-The-USB-debugging-prompt-does-not-appear-when-the/m-p/1171979But I was asked to post this here.To resume :On Q2, Qpro and Q3 (v62, v63) when the authorize WiFi debugging through adb prompt shows up, the Quest will first enter a black screen state. Then, we must click the home button on the right controller to make this window show. If I do not click the home button, it will remain in a black screen state.USB debugging prompt had same problem on v62 but it has been fixed on v63 thank to the new look/UI of the prompt. But the wireless debugging prompt have not been updated and still run into this problem.To fix the problem, Meta developers should update the wireless debugging prompt to the new look/UI.
does web Browser in VR support render using user’s custom renderBuffer as the eyeBuffer of the XR device?Thanks!
I generated my apk in Unity using version 2022.3.16f1, and everything was fine.I installed my apk using MQDH with my Quest Pro connected with the official cable with C port, and everything was fine.Add some new elements to my scene in Unity and generate the apk again to proceed with the installation on my Quest Pro. In the MQDH I get a message saying that the installation was completed. However, it does not appear listed in the apps section within MQDH. It also doesn't appear available within Quest Pro.I deleted the elements that I had added in my scene to generate a new version of the apk and it is not functional for me either.Could you please help me and tell me what the problem is and how I can solve it? I was reading some Reddit posts that say that the installation can be resolved by command but I don't know how to do that. I was looking for the files in the viewer to directly delete them locally. Something I noticed is that the Quest Pro do not appear to manually explore the
deletedThanks for no help.
Here I have developed a car simulator that can be played with logitechG29 in unity How can I run car simulator with Logitech in Oculus Quest2..In which format I need build the simulator in .APK or .EXE
Hi,Is there a way to programmatically get a Quest's controller battery levels?Preferrable with a native android library/SDK.We would like to be able to monitor battery levels in our XR platform.With ADB it is possible to retrieve this info, but there is no way to execute ADB commands from a non system app.E.g.adb shell "dumpsys OVRRemoteService | grep Paired"Paired device: <redacted>, Type: Right, Firmware: 1.9.0, ImuModel: ICM42686, Battery: 60%, Status: Disabled, ExternalStatus: DISABLED, TrackingStatus: POSITION, BrightnessLevel: GOODPaired device: <redacted>, Type: Left, Firmware: 1.9.0, ImuModel: ICM42686, Battery: 60%, Status: Disabled, ExternalStatus: DISABLED, TrackingStatus: POSITION, BrightnessLevel: GOOD
How can I make a link from within a Meta Horizon World to a Meta-approved Unity-based game without the "quit app?" message being displayed?My Horizon World will be a meeting place for experiential time travel adventurers.All that's required is a Meta Quest and a wi-fi connection.I plan to build a feature in my simulation game thusly--If the realism gets too intense, a player can RETURN to the 'friendly' Horizon Worlds launch spot at any time.I would like to coordinate development with Meta similar to what Universal Studios has done in Horizon Worlds.Arborfield
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Im trying to get all the bundles from the store to check the dlc im trying to buy, but when I call the Platform.AssetFile.GetList (as it says in the documentation: https://developer.oculus.com/documentation/unity/ps-iap/#integrate) I only receive all my bundles assosiated with the app but not the dlc files.I got the check up permissions and the dlcs are published, also those dlc files are listed on the extension files page in the dashboard, so I dont know why Im not receiving those files.
I have successfully set up and verified a webhook endpoint as described in the docs, but upon receiving Event Notification requests, I am stuck at the step of validating the payload. The documentation says the process is as follows (source):We sign all Event Notification payloads with a SHA256 signature and include the signature in the request's X-Hub-Signature-256 header, preceded with sha256=. You don't have to validate the payload, but you should.To validate the payload:Generate a SHA256 signature using the payload and your app's App Secret.Compare your signature to the signature in the X-Hub-Signature-256 header (everything after sha256=). If the signatures match, the payload is genuine. However, in my implementation I cannot get the comparison/verification to work. This is the code (node.js) that I'm using to verify the signatures:function verifyPayload(secret, payload, signature) { const hmac = crypto.c
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