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Good morning all. We have a question regarding the boundary. We noticed there is an option to turn the boundary off in developer mode. While using this, it appeared that the world height and rotation gets reset each time the headset goes in and out of standby mode. Is there some documentation on this so we can understand the mechanics better?
Hello Oculus Forum Community,I hope this message finds you well. I am currently facing an issue in Unity while trying to add the Meta XR SDK Core package. I am receiving the following error:"[Package Manager Window] Cannot perform upm operation: Unable to add package [https://download.packages.unity.com/com.meta.xr.sdk.core/-/com.meta.xr.sdk.core-59.0.0.tgz]: Package name 'https://download.packages.unity.com/com.meta.xr.sdk.core/-/com.meta.xr.sdk.core-59.0.0.tgz' is invalid. [InvalidParameter]. UnityEditor.EditorApplication:Internal_CallUpdateFunctions ()"I have attempted to resolve this on my own, but without success. Has anyone else encountered a similar issue or can provide guidance on how to resolve this error? Your insights and assistance would be greatly appreciated.Thank you in advance for your time and help.Best regards,Kuldip Kabariya
Seriously, no raw data access to the camera, depth sensors, okay. Then why still missing built-in fiducial marker support like AprilTags or arUco in the SDK? Registration is such a core functionality when dealing with MR apps, and cannot replaced with manually placed spatial anchors.
I remember seeing certain apps have a popup saying "you play space needs to be at least x by z meters to play this app". Seems it should go in the Android Manifest since it says it before starting the app , but I could not find any info regarding this.
I have been trying to convert some simple projects to Oculus Quest packages. I am relatively familiar with how light building in Unreal Engine works, but the result looks so different in Vulkan preview mode and on the deployed version that I am wondering if I am doing something wrong. Generally, after baking the lights and switching to Vulkan preview mode, everything looks desaturated and lacks contrast. As a test, I used Blender to bake the direct and indirect light of a scene onto all models, to then use this texture for an unlit material in UE. I was blown away by the quality, which stays almost the same on Vulkan. I do understand that baking lights in the texture using an external editor will look good but will also have several limitations in terms of dynamic lights and shadow casting. What I really do not understand, is why baking lights in UE with production quality settings keep ending up in a massively downgraded Vulkan conversion. Am I doing anything wrong? Do
Brand new computer, Latest version of Unity. Just downloaded the Meta All in one and got errors out of the gate. lol. Already frustrated and I haven't even started. Anyways. Here are the 2 errors. I've done all the recommended updates when you click on oculus icon. etc. error CS0115: 'OVRSkeletonMapping.GetRoot()': no suitable method found to override error CS0115: 'OVRSkeletonMapping.GetJointMapping()': no suitable method found to override Any ideas guys? I'd like to actually get started making something.
I wanted to Turn on developer mode for my account, but every time I try it will tell me to verify my account. I didn't have a payment method and Phone Number Verification wasn't working so I got the Authenticator App and connected it which did work. The only problem is when I go to create an organization, it still tells me to verify my account when I already have 2FA. I've reloaded and don't know what to do. Can anyone help me?
Hi, I am trying to implement in app purchases in a quest 2 game. I created a test account and that i use for the oculus settings in the editor and for my quest. After initialising and calling the entitlement check method nothing happens. The OnComplete Method from the entitlement method is never called. i get no errors in the editor and on the quest i get an "Invalid OAuth 2.0 Access Token" Error.
Couldn't find the answer on the internet for some reason. All I could find is how to download them or some shallow thing about how they are two images for each eye. I used to hate VR videos because I had been watching the improperly. Not sure what it's called, but it was essentially just a projection of the video in a sphere around you, so things up close would look massive and it was overall just terrible. Then I learned you needed a dedicated VR Player, and the result was much better. It really felt like I was there. But how does this work? In a game, things feel real because when you move your head around, there's parallax from which you gather a sense of depth, but in a prerecorded video, the video player has no idea, right? When I was moving my head around in the VR Player I obviously couldn't see any noticeable parallax, but the VR Player almost "simulated it" well enough to where it felt real. Does it have depth data or just use some sort of algorithm?
Hi everyone! I've recently migrated my 5.1.1 VR project to 5.3.2 and even after weeks of looking into it, the FPS is severely impacted.But here's the catch. It only occurs for one of the maps, and this specific map ran 72 FPS on Quest 2. Now it is down to 45 and no matter what I try, I cannot raise back up.No obvious errors in the log, other than a few no geometry warnings. Now this map has a number of meshes imported from OBJ files, so they are less than optimal, but! The very same assets had no trouble when packaged on 5.1.1. So my question is, has anyone encountered such an issue and How this issue could be mended.
My app use Meta SDK but i want to port this app to use in PCVR . How i understand i need to use OpenXR for it. Have anyone experience like this? How hard is it to port Meta SDK app to PCVR? Do i need to have two separated applications or i can have in code both OpenXR and Meta SDK?
Hello,I created a game named Arcade (AppLab).Some players asked me if they could send me money via paypal.They told me that I deserve more money, because the price I asked was very low compared to the quality of the mini games included.So I decided to use IAP purchase (ex. 1$ 2$, etc...) to allow players support the development of Arcade.I think it's ok, but I wonder if any of you have experimented issues with that?Thanks.
Hi everybodyIs a tool which function correctly on Q2 and Q3 will systematically function on Quest Pro please. It's about a project on the way for applab. The particularity is that only hand-tracking is used...Thks by advance for your interest, Serge / France
Im using SteamVR in a quest pro (the steamvr menu system look fantastic now) and have noticed in the middle of the screen is a round selecting tool that highlights things when I look at them https://mobdro.bio/ . Its not eye tracked, its just centre of your view. I just cant for the life of me work out how to SELECT (click?) I look/aim at a game in my library, it highlights but then I have no way to SELECT and so I have to fumble around for my controller to point and click. Has anyone worked out how to click? I tried blinking, pressing the volume up/down, pinching fingers. Many thanks as it would be much cooler to just use this gaze selector thats clearly built for this purpose right?
I’ve entered a game I’m developing for Quest into a game festival. I need to be able to enable festival jurors to install and run my game. Adding Meta usernames or email addresses to the alpha channel would make that possible, of course, but no festival is likely to share personal details of their jurors. So how can I grant access without that? Is there any other way I can enable somebody to sideload my apk without entitlements failing?
I am planning to submit a game for App Lab in the future but I was wondering if you can have 1 uploaded at a time or multiple.
Hi everybody (Dr. Nick voice),We've been working with multiple expansion files as described here: Introducing multiple expansion files: for Mobile, Rift, and future Oculus platforms since our game is pushing the size limits for apk+obb builds. Having mostly followed Eclectus' example here (Unity Forum), things have been going well for the most part. However we haven't had any luck getting our expansion files as pointed to by ovr-platform-util's -asset_files_config to get the required status updated in our targeted channel (all expansion assets get set to optional regardless of json file's parameters). The only info I've been able to find on the expansion file config json is the Asset Config File section in the oculus documentation. Essentially my goal is the have the "required" : true work on upload for all platforms (quest 1/2, pro). So my questions are:How do we set the expansion file to be required for all devices? Skipping the supportedDevices section doesn't appear
AVOID version 62!If you download from the Unity asset store, you get a different mix of version 60/62/5x than if you download from Meta.The OVRCamera is only available IF you load the samples. And then you have to copy it manually from Library/com.meta...../something into Projects.The SAMPLES install with a TILDE (~) (Installs as "Samples~") in the file name, and in Library, they do get installed into the Project folder. I had to manually copy the directory, and remove the tilde in order for them to be seen in the Project folder, so I could select the prefabs I needed. Is OVRCamera deprecated?The OVRManager is also not installed into Projects, it is in Library/com.meta....something. Still working to get that into Projects.The Unity asset store has version 60, if you download the tarballs from Meta, most are version 62. I tried both. They each have odd missing files, that are put in to Library and not Projects.The Assets->Voice SDK->Add App Dictation Experience to Scene, kind of w
I have an application that crashes on start (Unity 2022.3) when built using OpenGL graphics API, switching to Vulkan stops the crashes, but we cannot switch due to requirements.I have narrowed it down to the OVRHandPrefab. If I remove the use of prefab from my rig, the crashes on start stop happening as well (in OpenGL). I am attaching a picture of the Android Logcat crash.Any ideas or solutions?
I know there have been plenty of other posts requesting access to the camera feeds from the Quest devices, and I understand the privacy and potential PR issues that might arise from giving apps access to the raw feeds from the cameras.I know Passthrough Over Link exists, but it's not the original data.What I don't understand, however, is why the raw data isn't accessible through a wired ADB connection...Wouldn't it be possible to enable access to the raw data of each camera and the depth sensor through a wired ADB connection, without exposing it to apps running on the device? Akin to what is done for screen capture as described in https://creator.oculus.com/create-build/capturing-video-from-a-quest-headset/I'm interested in using the data for my university research, but the lack of access to it is rather disappointing.
i am using oculus distance hand grabbing in unity but not working even when i am trying oculus distance grabbing example scene it was crashing any suggestion for distance hand grabbing.
I'm using scene api in quest3. But scene api doesnt work in built apk, while does work in quest link.Do you know the reason? Appreciate it!
I want to use hand interactions for my application to pick up a ball. I have tried the Interaction SDK samples HandTracking scene and that works fine. I can pick up all the object with either my right hand or my left hand.So I copied that scene to build my own. I replaced the smallPinch object (the key) with a small ball and adjusted the handpose around it so that you grab it with your whole hand.When I test it, it works fine for my left hand, but it does not work for my right hand. And strangely enough the other objects (the thorch and the cup) also only work for my left hand. And I did not change anything on them nor in the rest of the scene. The only change is the interactable. How is this possible?Big_Flex I saw in another post that you're working on the interaction SDK, Hope you don't mind me tagging you in this.Thanks!
Recently, Meta has released a new version 62. for Quest 2 and this new version affected me.I have some code in UE5.1 that use event VRController Recentered in component VRNotifications. This event will be broadcast when I the headset does Auto Recentered (when put on head or wake up or after losing tracking) so i can do something to get old location for users before they take off headset.This event works very fine on Quest 2 at v60. but fail at v62. Sometimes it's activated, sometimes it's not (not activated much more than activated).Can anyone help me? Any setting on Quest or some code on UE to get event VRController Recentered fine?
Hi, I've created an event-based notification for my meta quest app, belonging to the Social Category, and targeted it to the Ratings & Review page. Based on the details mentioned here, my understanding is that the notification will not be sent once the user has posted a review. But in my case, even after posting a review, a new notification is displayed in my feed when I trigger the event via the app. Am I missing something here?
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