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Original issue:I am trying to create a normal 2D app to let the user perform some operations that are much easier to be maintained and handled in a Java/Kotlin app. Like fetch data and choosing some options, login and acquire a token, get location and etc. Then I want to send the user to an NativeActivity which starts OpenXR session and immersive part of the user experience starts. Unfortunately I can not start the native activity from the Kotlin code using Intents and startActivity. I managed to see the immersive mode for a sec but then it crashes shortly after creating XR session. I figured that there might be extra complications having native and Kotlin activities in the same app or issues in my OpenXR app itself, so I tried a simpler approach that can be reproduced easily to get help.Simplified Issue, easy to reproduce: I have `XrSpaceWarp` sample from Oculus OpenXRSDK. No change to manifest-xml or the code, It works on it's own and I can run it via `adb` :adb s
After build an apk with new Meta XR plugin. Found some issue like the render quality and right side of the eye is not rendering. (Unreal engine)I only used the recommended settings given by meta.If anyone knows what to change in project settings to rectify the error. kindly share your suggestion.
Hello, we are developing a cross-platform project for a Meta Quest 3 and a Windows platform. We are considering using the Meta Avatar SDK. Is this possible?
When I was using the OVRSceneManager, I was unable to use spatial data. Looking at the log, I found this error:SP:AP:AnchorPersistenceRuntimeIpcServer: RPC not allowed for queryAvailableAnchorsSMV2 due to AnchorResultCode::ERROR_SPS_ACCESS_DENIED(-11001) for package name com.yyr.yyrtestThe Settings of the scene are configured by following this link:https://developer.oculus.com/documentation/unity/unity-scene-gs/What should I do about it?
Hello everyone, I am currently developing a hand tracking MR game. One part of it involves creating a debuff effect, is let the hand left/right controls are switched. I tried setting the left/right hand scale z -1 to achieve mirror symmetry, but the motion is not always realistic or correct in some rotations. Any idea or solutions, thanks.
I'm interested in how to make a VR short similar to "Dear Angelica." DA was done in Quill (and it sounds like Quill was created for it originally), but that's about all I know about the process. I'm still unfamiliar with Quill, but I didn't see a way to export brush strokes in a similar way to DA. I noticed an Unreal Engine logo in the credits, but I'm unsure if that was used to produce VR experience or just the 3DOF video version.Does anyone have any guidance or a direction to point me in? My goal is to draw a few scenes, and have those scenes "draw in" similarly to Dear Angelica.
Hi everyone,After struggling with the issue of the "liquid or debris found" error message when using the link cable for development and pushing builds, I thought I'd share a couple of workarounds that seem to work some of the time until Meta issues a fix for this.1) Try a different port on your computer, maybe a different type of port.I had the error pop up nearly 100% of the time I plugged in my cable when I was using a USB type C 3.2 port on my computer. When I switched to using a USB 3.2 type A port with an adapter, I am experiencing the issue much less. I am yet to use this for an extended period of time but I'll provide an update on how frequently the error pops up later.2) Use ADB over Wifi.If you can get your headset connected at least once, it may be worth the time to get the Meta Quest Developer Hub and try using ADB over Wifi.I believe you have to connect the headset over cable once before you can use this feature but it may save you some time down the line. Of course, t
I’m reporting a bug for the OVROverlay component.The bug causes the display to black/static color flash for what feels like a single frame depending on the state of the overlays in the scene. Happening on Quest 2, Quest Pro, and Quest 3 (worst looking on quest 2 & Pro).Steps to reproduce the bug:There is only 1 OVROverlay in the scene with “Enable Depth Buffer Testing” checked onInstantiate a 2nd OVROverlay into the scene with “Enable Depth Buffer Testing” also checked on.What happens:In the exact moment when the 2nd Overlay is instantiated, the display briefly shows a black/static flash for what feels like a single frame, although sometimes it looks like the visual artifact isn’t taking up the entire display, only a portion of it. This is the exact bug only happens going from 1 to 2 overlays with “Enable Depth Buffer Testing” turned on. Going from 2 to 1 overlays, going from 2-3, or any other combination does not produce this visual artifact. Its only 1 to 2 overlays with Dep
Hi all,Just got my Quest 3 but stuck at verify developer account. Neither options work, credit card or phone (and logged in using the authenticator app). Meta chat routed me to this forum for support. Appreciate any help.
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Starting with v44, we will start publishing experimental releases of the Utilities package (“Oculus/VR”) via Unity Package Manager. It will be hosted on our custom scoped registry, and will come with a simple installer to help developers onboard. Moving onwards, we plan to gradually roll out more Unity packages via Unity Package Manager into 2023. We hope to explore if this distribution method works sufficiently well to supersede the asset packages. If you have any feedback and/or issues in regards to this, please use this place to discuss, as we'll have members of the engineering team reviewing this thread!
Whether in VRPreview mode or MetaXRSimulator mode, you can see that my controller can be tracked. But my headset cannot be tracked.No matter how I rotate my head. The blueprint [Is head mounted display enabled] allways return false. Meanwhile, in this demo, when I switch to third person view by pressing Tab, I will see a warning: spectator Camera Debug Mode Enabled: No HMD! My environment is: Quest2 v62 + ue5.3.2 + MetaXR v62 + Oculus PCNot have StreamVR plugin;I have tried WiFi, USB, air link, and quest link.
Recently my level does not snap to my guardian bounds. I had it working no problem until recently. I use a "Load Level Instance(by Name)" with the location and rotation plugged into "Get Play Area Transform". I was sticking with version 4.27 and then just ported my project to 5.3 thinking it would be fixed. Seems like a recent update to the headset and PC app broke the alignment.
Hey there, I'm using FMOD as the audio engine in a Quest 2 game that's being developed with Unity 2020.3.24f1 and The Oculus Integration (I think v35). In FMOD Studio I installed the Oculus Spatializer as a plugin that gets applied to all the Sound-Events that I later use as 3D sound in Unity.The general spazialization works great, but I'd love to get a more accurate representation of the room by building an audio geometry. When I try that via the menu Oculus -> Spatializer -> Build Audio Geometry for current scene. I get these two consol messages:Building audio geometry for scene TestLevel01Successfully built 0 geometry objects I added the ONS Probagation Material script to a few room geometry objects and also tried adding the Oculus Spatializer Unity and Oculus Spatializer FMOD to a static game object, but I still get the same result of 0 built geometry objects and no audible change in audio.Any tipps of how to get the room modeled with FMOD and Unity? Appreciate
Hello team,My app is crashing while downloading large video file (like. 2 Gb) using UnityWebRequest and store into cache storage.I am using this method for downloading.https://docs.unity3d.com/Manual/UnityWebRequest-CreatingDownloadHandlers.html Unity version: 2020.3.35f1Oculus XR Plugin version : 1.12.1Let me know the answers for this crash problem.Thank you in advance.
Hello Everyone, I am currently trying to work with shared spatial anchors, and what i wanted to do is basically understand, when i save a spatial anchor by saving it's Uuid, what information am i actually storing? If i were to provide another device with that same Uuid, what would happen? Would it be able to restore the anchor to its position in the real world? And if not, would there be any data i can share to make that happen? All in all, my objective is to save the position of an anchor (locally if possible) on one device, then restore it on another device when it installs the app (provided the scene is the same OR the scene anchor it creates is similar (not sure that's an option). Thanks in advance to any repliers!
Hello,Is there a passthrough API for the Oculus Platform SDK? From what I've seen, Meta doesn't seem to provide the passthrough data for privacy reasons. I'd like to do something similar as Unity where we create a composited image. Specifically compositing our application content on top of the passthrough but without using Unity/Unreal. I only want to use the native C++ SDK. If this isn't possible, is there a way we can use alpha blending with the passthrough image? Or is there a hardware setting we can modify that changes the opacity of the passthrough/running application?
Hello, my son has recently complained he can't access the 'unkown sources' category so he can play sideloaded games is there any solution?
Does anyone know how to create a liquid particle wherein it's inside the bottle when the bottle is shattered onto the ground, the liquid particle will flow into the ground as well. Thank you in advance!
Hi. Is there anyone have any idea how to create a breaking glass using meta sdk? I'm developing a new project at the moment and I don't have any idea what am I doing.
I am trying to build the Spatial Anchors sample project on Unreal Engine 5.3 (Oculus-VR Source) but receiving an error message related to the AndroidFileClient. The Passthrough and Scene samples have built to my Meta Quest 3 without failure so I'm assuming it has something to do with the Spatial Anchors project needing to save anchors to the headset file system.I am very new to Unreal so I apologize if this is a stupid question and I'm missing something obvious. I've been through the Meta documentation on this sample and have searched the web and can't find anything related or anyone else that has encountered this issue. I did not try this sample project on any previous versions of Unreal so I'm unsure if this is an issue with the new Oculus-VR build of UE5.3.Any help would be greatly appreciated!This is the relevant section of the output log when trying to build:Running: C:\Users\Aleistor\AppData\Local\Android\Sdk\platform-tools\adb.exe -s 2G0YC1ZF850S41 install -r "C:\Unreal Engine 5
Hi,I'm currently working on a project and hoping to retrieve data from eye gaze. I'm looking to utilize eye gaze for controlling an interface, requiring the data for tasks such as selection or button pressing. If anyone has alternative methods to achieve this, feel free to recommend; it would be greatly appreciated. I haven't been able to find a way to retrieve this data. Although there's OVRManager.isHmdPresent, there doesn't seem to be OVRManager.eyeTrackingEnabled.
Hi, i am starting with dev with Quest and Unity and i am really confused about what SDK to use. I found old SDK is deprecated and i should use Meta XR All-in-One SDK (from https://developer.oculus.com/documentation/unity/unity-gs-overview/). When i will try some samples, my controllers are rotated wrong and there are only few docs. Mostly API doc, but small or none info about practical usage and implementation. This tutorial from Unity is using even other SDK XR interaction something https://learn.unity.com/tutorial/vr-project-setup Every unity tutorial on youtube, udemy is for OpenXR 😦 Should i go with OpenXR?I only want to dev for Quest device. I dont know where to start and with what. Can someone point me in correct direction (maybe with resources?) Thank you
So I've been testing spatial anchors for a few days and I wanted to make a post to share my progress with the community. There is a little "tutorial" in the end of the post for those who wants to implement the Sharing Spatial Anchor feature.So far I've seen some issues and wanted to ask you everyone if you think Spatial Anchors are ready to use for bussiness purposes. We wanted to create a AR space with multiple users conected in a local network, but when I configure the spatial anchor it sometimes get a little displacement (4~5 cm) and that can lead to displacement virtual objects in the room. I thought about making multiple spatial anchors and getting some kind of average center point to solve the displacement issue.The second problem is that sharing this spatial anchors to other users (with the new sharing feature) seems to make another little displacement in other users. So... Am I missing something? Maybe I need to walk around the real room so the oculus quest 2 get all the "track
Hello! I can't seem to verify my account to become a developer. I have tried adding an authenticator (which adds successfully) and adding a phone number (verification text never comes through, tried on Chrome and Edge). Either way when I attempt to access 'My Apps' or 'Create an Organization' it brings me back to the 'Verify Your Oculus Developer Account' screen.
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